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I think you're making the mistake of thinking that you can produce this with a single perlin function. Depending on the result you are trying to achieve you have 2 options: reduce the frequency on that perlin (might be good enough for you) do it the pro way ... The pro way I found the reality is waaaay more complex for "realistic" planets. It seems ...


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The noise function is returning a single "frequency" of noise. The effect on the right (B) is by adding together noise of multiple frequencies, in a "red noise" or "fractal brownian noise" pattern. Low frequencies will be more prominent than high frequencies. You can change the frequency by multiplying the input to the noise function by a constant. For ...


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Just set it up so your chunk has an origin, and add that to the values you're using to sample the perlin noise. i.e void GenerateChunk(Chunk chunk, Perlin noise) { for(int x = 0; x < chunk.width; x++) { for(int y = 0; y < chunk.height; y++) { chunk.value[x][y] = noise.Generate(x + chunk.origin.x, y + chunk.origin.y); ...



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