Questions tagged [noise]
The noise tag has no usage guidance.
40
questions
0
votes
1answer
147 views
Random 100x100 map using all levels from 1 to 100
I'm developing a game where players walk though a 100x100 grid of different rooms.
Each room has a level associated with it starting from lvl 1 to lvl 100.
The map is divided into 10x10 areas and in ...
0
votes
1answer
54 views
Diagonal discontinuity in perlin noise terrain
I'm using Bilinear filtering to interpolate perlin-noise based height data. However, when I render the resulting plane mesh, there is this obvious diagonal discontinuity in the generated terrain.
See ...
1
vote
1answer
44 views
How do I smooth out the edges at the end of the threshold on noise?
I'm making a terrain generator for a game and I need it to smooth down to a float, I've tried a bunch of different things with lerping but I can't figure it out.
I need to stop this from happening by ...
6
votes
1answer
256 views
How can I create a six sided tillable perlin noise image?
I'm attempting to create a tillable hex shaped terrain map using c++.
As part of the process I'd like to use perlin noise, but it seems that in order to make it tillable I'll need to generate it 5 ...
0
votes
0answers
264 views
Need to generate seamless gradient noise texture for water Shader [duplicate]
I need to generate something like this
for my water Shader, because on fly calculations are to expensive for mobile (https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Gradient-Noise-...
-2
votes
1answer
98 views
Generating noise heightmap in C# Console
I want to generate a heightmap for a 2D world (top-down, not a side-scroller), I've followed a guide that worked fine in Unity but in my current project which is a C# console application it doesn't ...
1
vote
1answer
351 views
How do you generate seamless Perlin noise?
I've done a research and tried implementing for months, but I've gotten nowhere trying to make seamless/tileable Perlin noise.
Here is my current Perlin noise file without seamless implementation. In ...
0
votes
0answers
52 views
Compute normal based on Voronoi pattern
I am applying a 3D Voronoi pattern on a mesh. Using those loops, I am able to compute the cell position, an id and the distance.
But I would like to compute a normal based on the generated pattern.
...
0
votes
1answer
57 views
Derivatives usage in FBM core
So I learned now about derivatives and fbm, but can not figure out the effect of this code example (credits https://www.iquilezles.org/www/articles/morenoise/morenoise.htm, bottom of page):
...
3
votes
1answer
151 views
How to store noise in a GL texture
I find that my procedural simplex noise in my fragment shader hurts performance, so I thought I would just use a stored noise texture instead.
I would like my noise values to have better than 8 bits ...
1
vote
1answer
129 views
Procedurally placing buildings on noise-field
So, I have a procedurally generated planet. In my case it's 3D (hexagon/pentagon globe) but for simplicity let's assume it is a 2D grid.
I have distributed resources over this planet, using Simplex ...
0
votes
0answers
44 views
Trying to understand the range of Improved Perlin noise
I've been implementing Improved Perlin Noise for a small library I'm writing. Everything was hunky dory when it was just in the 3rd dimension, but I recently expanded to the 1st, 2nd, and 4th ...
0
votes
1answer
764 views
Understanding the “gradient” in Perlin Noise
If I didn't get it wrong from the wikipedia, the word "gradient" should represents either the derivative for continuous functions, or the differential for discrete functions.
To rebuild the original ...
1
vote
0answers
198 views
Unity objects with flickering and noisy edges
In our game which is still in early development we're (we, Unity rookies) facing this flickering issue occurring especially in edges which are very close to each other, but not limited to them. The ...
0
votes
0answers
80 views
How to generate a dozen biomes
Currently I have Ocean, Desert, Grassland, Mountain, and Snow biomes. These are generated in subtractive layers of noise that prioritizes Low->Mid->High areas using multiple noises around 8km across. ...
0
votes
1answer
251 views
Perlin Noise Problem with Falloff
I know this might be a bit of a noob question, but I can't figure out what I'm doing wrong, and the math that I have done should make this work correctly. I am trying to make a perlin noise map that ...
6
votes
3answers
1k views
Generate cave like Terrain in 2D
I want to create 2D Terrain randomly. It should look like a connected Cave (Shown below). What is the best method or Algorithm to get similar results?
The important part is the open area(green) and ...
3
votes
1answer
194 views
How do games that generate the world by noise handle physics on the server?
I keep thinking about what it is like to do the physics on the server, so that it is authoritative, and thus avoid cheating, in a game that manages the world by noise, ie the collisors are being ...
5
votes
4answers
732 views
How to make noise-generated terrain more square?
I use a perlin noise generator to create a map. All works fine and dandy. It uses the following formula:
Generate perlin noise
Posterize the height values to be an integer between 0 and 5.
What I ...
5
votes
1answer
586 views
Perlin Noise unwanted artifacts
I am trying to write a perlin noise class with c++ and sfml, but I am experiencing unwanted visual artifacts in the output. In the image, there are obvious lines being drawn between the points of the ...
8
votes
3answers
2k views
Noisy edges, smoothing out edges between faces via fragment shader
I have a generated terrain, with hexagonal geometry, as per screenshot below:
I then generate biomes, but as you can see the borders between them are really ugly and straight. To hide that hexagonal ...
1
vote
1answer
765 views
How does this hash function work in this perlin noise implementation?
In Perlin's implementation of his noise function, he uses an array to hash the input coordinates and later find the gradient vectors. But in Stefan Gustavson's implementation, a strange "permute" ...
1
vote
2answers
1k views
How should I use this 1D perlin noise function?
I'm trying to create a terraria like terrain with SDL2 and C++. For generating the terrain I'm trying to use the 1D noise function from here:
https://github.com/SRombauts/SimplexNoise
It's pretty ...
4
votes
3answers
2k views
How to layer the Worley noise like this?
Recently I'm trying to implement Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn, you can also find this in GPU Pro 7, (part II Lighting, ...
0
votes
1answer
146 views
Got unexpected results from perlin noise. Wondering what it is doing?
I was just messing around with perlin noise and got this. Wondering if anyone knows what it is or has seen it before.
Here is the code(LUA with love2d engine):
...
0
votes
1answer
162 views
Unwanted line between chunks in heightmap infinite terrain
I can't figure out what is causing the line between my two chunks. They are completely aligned. It must be something to do with the algorithm. I am using lua with the love2d game engine. Here is a ...
0
votes
2answers
869 views
My perlin noise height map doesn't have smooth transitions and goes directly from black to white
I am using lua with the love2d engine to make infinite 2d tiled terrain with perlin noise. This is just the first step and I want to fix the bugs early.
The problem is that there is no gradient ...
4
votes
1answer
773 views
How do I apply domain warping to my marching cubes voxel terrain in Unity?
So, in GPU Gems 3 there is a cool warped terrain that I seek to replicate.
Currently, I'm generating the terrain fine, but I want to add that warp effect.
...
2
votes
1answer
2k views
Simple coherent noise function to use in a GLSL shader
I'm looking for a simple (but especially fast) coherent noise function to use it in a shader written in GLSL.
I don't need it to be excessively smooth or good looking, I just need that it has the ...
0
votes
1answer
122 views
Perlin noise looks uncoherent on higher z
I was experiencing with my Perlin noise function and I tried to animate a 2D noise by changing the z value of a small amount every frame. However, as z increases, the result becomes stranger and ...
3
votes
1answer
694 views
Unwanted Perlin Noise result
I've finally managed to write a working Lua version of Perlin's improved noise for Love 2D. However, when I run it, i get this:
Which is just fine, I guess. But I would like something that looks more ...
4
votes
0answers
508 views
How to create a seamless 5D noise function?
I would like to create a seamless 3D Texture, I have read that it's doable with a 5D noise function but I can't find any implementation and the math is over my head here.
How can I create a 5D noise ...
6
votes
4answers
1k views
Smooth 1D terrain generation
So I'm pretty happy with my terrain, and the progress on my game. I just want to figure out why the terrain is so steep sometimes. Right now to generate my random seed I use this:
...
7
votes
3answers
684 views
Why can't I patch my procedural terrain together?
I figured out how to implement a midpoint displacement algorithm to generate a map for my game. I wanted to create an infinitely large world, so I tried to patch two maps together, but they didn't ...
1
vote
1answer
776 views
1D Terrain Generation in Java
Not able to implement Perlin Noise for 1D Random Terrain Generation. I've tried everywhere and I cannot find anything useful, sure I sort of understand Perlin Noise but everytime I try it nothing ...
2
votes
1answer
235 views
Simplex noise heightmap
I'm currently working on a game with an "infinite" programmatically generated terrain.
The terrain is being generated by creating a heightmap using simplex noise.
I've followed a tutorial and ended ...
4
votes
1answer
1k views
How do you add turbulence to a particle system using noise?
I have implemented a basic particle system using transform feedback in openGL, hoping to replicate a dust cloud.
I have looked at methods of adding turbulence, such as vortices found here.
But they ...
1
vote
1answer
254 views
Custom 3D Noise function incorrectly generating in Lua
I have been working on a custom noise generator (not Perlin on Simplex or whatever), which works fine in two dimensional space, but upon converting it into three dimensional space, it turns into a ...
1
vote
1answer
430 views
GLSL: Noise via texture
I am trying to access a texture in a fragment shader to overlay this texture over a certain area.
...
0
votes
1answer
374 views
How can I render cloud patterns like in these examples?
I have a quick question.
I see in many games, usually in the menu, some moving "clouds" in the background, apparently additive blended into each other, which does a really nice job immersing the ...