Playing with some Documentation about Perlin Noise I managed to create this map:

enter image description here

Nothing different from other Procedural Generated Maps. It is a HeightMap with colours at given heights.

The problem I am having with it is that this Colour Map it's in a single plane.


¿How can I draw the Perlin Noise Map in a plane made by a set of individual tiles?

The idea behind that question is that each tile will have a set of values such as population, water levels, soil quality, temperature and etc. I want to store things which can not be done on a simple single plane (according to my knowledge in this matter).

EDIT: Ok, after some more planning and research in the matter I did the next thing:

I have created a new class type named MapData.cs, this class will hold information about the heights, temperature, wetness and etc form the map as show below

MapData class

    public class MapData{

    //The MapData class will hold different types of Data
    //Temperature, Rainfall, etc.

    public float[,] Data;
    public float Min { get; set; }
    public float Max { get; set; }

    public MapData(int width, int height)
        Data = new float[width, height];
        Min = float.MinValue;
        Max = float.MaxValue;


Then i will use that MapData class to put data into the tiles as show below:

Load Tiles function inside the Generator Class

void LoadTiles()
    for (int x = 0; x < mapWidth; x++)
        for (int y = 0; y < mapHeight; y++)
            Tiles t = new Tiles();
            t.X = x;
            t.Y = y;

            float heightValue = HeightData.Data[x, y];
            heightValue = (heightValue - HeightData.Min) / (HeightData.Max - HeightData.Min);
            t.HeightValue = heightValue;

            if (heightValue < DeepWater)
                t.HeightValue = DeepWater;
            else if (heightValue < ShallowWater)
                t.HeightValue = ShallowWater;
            else if (heightValue < Sand)
                t.HeightValue = Sand;
            else if (heightValue < Grass)
                t.HeightValue = Grass;
            else if (heightValue < Forest)
                t.HeightValue = Forest;
            else if (heightValue < Mountain)
                t.HeightValue = Mountain;
            else { t.HeightValue = Snow; }

My actual problem here is that i am still confused with the Texture Generator as how do i apply this new concept into it. I am still learning and I do not want to mess up my progress.

Texture Generator

    public class TextureGenerator{

    //Height Colours
    private static Color DeepColor = new Color(15 / 255f, 30 / 255f, 80 / 255f, 1);
    private static Color ShallowColor = new Color(15 / 255f, 40 / 255f, 90 / 255f, 1);
    private static Color RiverColor = new Color(30 / 255f, 120 / 255f, 200 / 255f, 1);
    private static Color SandColor = new Color(198 / 255f, 190 / 255f, 31 / 255f, 1);
    private static Color GrassColor = new Color(50 / 255f, 220 / 255f, 20 / 255f, 1);
    private static Color ForestColor = new Color(16 / 255f, 160 / 255f, 0, 1);
    private static Color RockColor = new Color(0.5f, 0.5f, 0.5f, 1);
    private static Color SnowColor = new Color(1, 1, 1, 1);

    //This class will receive the colorMap array we set up before along with width and height

    public static Texture2D TextureFromColourMap(Color[] colourMap, int width, int height)
        //New texture object and apply that color code.
        Texture2D texture = new Texture2D(width, height);
        texture.filterMode = FilterMode.Point;
        texture.wrapMode = TextureWrapMode.Clamp;

        return texture;
    public static Texture2D TextureFromHeightMap (float[,] heightMap)
        int width = heightMap.GetLength(0);//Grab the x from the heightMap array
        int height = heightMap.GetLength(1);//Grabt the y from the heightMap array

        Texture2D texture = new Texture2D(width, height);//New texture object 

        Color[] colourMap = new Color[width * height];//New colourMap object
        for (int y = 0; y < height; y++)
            for (int x = 0; x < width; x++)
                //Gray scale colours for the NoiseMap
                colourMap[y * width + x] = Color.Lerp(Color.black, Color.white, heightMap[x, y]);//Explained before in Noise Script

        return TextureFromColourMap(colourMap, width, height);//Using the gray scale, coloursMap has colours in it!

I had inside the texture Generator some colour code for my initial tests for coloring the Perlin Noise over a plane. As you can see up in the image.

  • 1
    \$\begingroup\$ Why would addressing a particular tile in your grid need to be fundamentally different from addressing a particular pixel on the texture plane? \$\endgroup\$
    – DMGregory
    Feb 3, 2018 at 15:28
  • 1
    \$\begingroup\$ 1) Yes, if you have enough texture channels 2) What I'm saying is if you know how to set something like MapPixel[x,y] = GenerateTerrainColourAt(x,y), can't you use effectively the same principles to set Tile[x,y].population = GeneratePopulationAt(x,y) or PopulationTiles[x,y] = ...? I'm trying to identify what specific kind of help you need moving from the generation you've done so far to your tile-based approach. \$\endgroup\$
    – DMGregory
    Feb 3, 2018 at 15:35
  • 1
    \$\begingroup\$ 10000 is not a big number as far as computers are concerned. You shouldn't encounter much difficulty with that. And yes, you can absolutely divide your map into chunks of any shape & configuration you want. Have you encountered a specific problem in making these divisions, that we might be able to help you with? \$\endgroup\$
    – DMGregory
    Feb 3, 2018 at 15:49
  • 2
    \$\begingroup\$ Sorry, I'm still having trouble understanding what problem you're trying to solve. Is it about creating a separate renderable object (like a quad or sprite) for each tile? Or associating properties to each tile in a grid, or applying chunked generation/loading to your map, or something else yet? \$\endgroup\$
    – DMGregory
    Feb 3, 2018 at 16:07
  • 1
    \$\begingroup\$ Yes indeed. We do this sometimes for G-buffers in deferred rendering, or when storing ambient, normal, occlusion, and sprcularity/smoothness/roughness maps for an object — each texture or each channel can carry different information about a given point in the 2D surface space. With this in mind, can you edit your question to elaborate on what you need help with to proceed to your next step? \$\endgroup\$
    – DMGregory
    Feb 5, 2018 at 14:07

1 Answer 1




My initial question was about "How to Tiling with Perlin Noise"

I had in mind creating a plane with tiles (kind of a grid) [width * height] and on those tiles i will paint different textures. (That was kind of a brain fuck for me)

Initially i started with a plane and a texture material applied on it. It worked perfectly but i wanted some kind of way/ability to divide the map somehow in squares for purposes out of this question.

The result is the photo at the head of the question.

How i solved my problem?

Thanks to DMGregory and his infinite wisdom i started doing research and found out i could create multiple textures and apply them into the plane terrain AND i could access values the same way i access pixels to paint them.


I created a Data[,] container to store the random values generated,

MapData HeightData

then i "Tilled" them. How?

public void LoadTiles(MapData HeightData)

This load container which will help me display information gathered in the previous container into a texture using:

public static Texture2D GetHeightMapTexture(int width, int height, Tiles[,] tile)

And this is the result:

enter image description here

It is the same height map as i did before but this one code i remade helps me being more organized and it is expandable (easy to add more code without lose yourself and suffer depression)


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