# How to create seamless and coherent voxel terrain using simplex noise 2D?

I'm using the simplex noise 2d plugin for unreal engine 4, which can also be understood by most programmers. I have already implemented chunk generation and dual-chunk noise elevation. However, each chunk has a unique heightmap and this results in jagged voxel terrains. Pseudo code:

//Chunk.cpp
for(int chunkWidth = 0; chunkWidth <= 10; chunkWidth++){
for(int chunkHeight = 0; chunkHeight <= 10; chunkHeight++){
noiseX = ((chunkWidth / 10) - 0.5) * Frequency;
noiseY = ((chunkHeight / 10) - 0.5) * Frequency;
Elevation = SimplexNoise2D(noiseX, noiseY) * 100;
ChunkLoc = getActorLocation(self);
SpawnMeshAtLoc(ChunkLoc.x + chunkWidth, ChunkLoc.y + chunkHeight, Elevation);
}
}


I have another variable available: chunk2DCoord(2D vector coordinate for each chunk)

• What is your expected result? What is "jagged" vs "non-jagged"? Jun 3 '17 at 11:37