Recently I have started playing around with making terrain with perlin noise. Using this library I can make A fairly fast. However, it is to squiggly to be desirable. What I want to achieve is B, where you can see more convincing slopes with the softer noise.

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  • \$\begingroup\$ I'm not sure about my phrasing "more gentle" or "softer" do those terms describe what you're looking for? \$\endgroup\$ – MichaelHouse Feb 21 '15 at 0:04
  • \$\begingroup\$ @Byte56 Kind of, In lack of better terms I would say I am trying to get from maze-like to a more cloudy texture. \$\endgroup\$ – Prynok Feb 21 '15 at 0:07

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 example, noise(2*x,2*y) will have frequency 2. So try adding 16*noise1(x,y) + 8*noise2(2*x,2*y) + 4*noise3(4*x,4*y) + 2*noise4(8*x,8*y) + noise5(16*x,16*y) where noise1noise5 are new Perlin(…) with different seeds, and see if that's closer to what you want. I don't know for sure whether these constants will be what you need but you can start playing with them to get different effects.

  • \$\begingroup\$ I added an interactive demo. See the Octaves section of this page. \$\endgroup\$ – amitp Jan 30 '16 at 18:55

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