Questions tagged [simplex-noise]
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How to scale down noise intensity?
I'm currently making a planet and for that, I added noise, to create terrain on the surface. The method I'm using is creating simplex noise (that ends up looking like the image below)
And I write ...
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How do I find the gradient of a noise value which has been re-evaluated on a curve
I have a function Evaluate(), which is used to remap a noise value based on a curve/spline to make the noise more interesting. There are 3 inputs: the noise value ...
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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 ...
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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 ...
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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 ...
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Continents with Simplex noise
How do I turn Simplex noise like:
into something like:
or
The noise has too many white spots and varies too much to represent things like continents. Where it's water, water, water, and then land ...
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433
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How to make one-axis tileable simplex noise?
I made a program that uses perlin noise to generate a height map. It worked very good. Later I changed it to use simplex noise.
What I want to achieve now is that the left edge fits in the right ...
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Zooming in on procedural generated 2D terrain? (LOD)
My question is what methods are there to "zoom in" on a procedurally generated map using Perlin Noise (or Simplex).
If I have for example this generated
and I wanted to "zoom" into that little red ...
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Procedural generation of heightmap for non rectangular surface
I'm working on procedural generation of terrain for a continent, meaning I need a wide range of hills, mountains and valleys generated around the continent. For mountains I've adopted Amit's algorithm ...
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0
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924
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Using Perlin/Simplex noise in a 2d tile game for terrain generation
I've been doing a bunch of research regarding procedural 2d terrain generation and have come to the conclusion that the use of perlin/simplex noise seems to be the way to go for most things.
I've ...
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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 ...
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Are there any methods for generating rivers on-demand with Perlin/Simplex noise?
I'm aware of many methods for procedurally generating rivers, but they require an entire heightmap beforehand in order to work. For instance, they may require to find a high position on the map and ...
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How do I create the terrain mentioned in GPU Gems 3
So, i want to create this style of terrain:
Nvidia GPU Gems 3 - Chapter 1
However, as much as I scour the web trying to find ways to implement this inside Unity, I can't find it.
My current ...
4
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How do I perform interpolation between noise values sampled at a lower resolution?
I'm doing some experimentation with terrain generating using a method similar to that described in this blog post by Markus Persson, where I use 3D simplex noise as a "density" value. Like him, ...
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How do I create tileable 3D Perlin/Simplex noise?
I have a library which provides functions for 1/2/3/4-D simplex noise. With that I successfuly created a tileable 2D cloud texture (see How do you generate tileable Perlin noise?).
Now I want to ...
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585
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Heightmap using Simplex noise with octaves: help with parameters and interpretation
I've found a few pieces of code around, where Java code for Simplex noise (based on this widely quoted paper) was coupled with octaves to get a heightmap. However those classes/snippets are NOT in the ...
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Deterministically shuffling of array
I couldn't find an answer to this so I'm asking here, I've made a voxel engine and it's working reasonably well, except for a small detail: I have yet to figure out how to seed my simplex noise engine,...
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2D Simplex Smooth Cave Generation
So I'm creating a system of caves below my random terrain generation, and I'm using 2D Simplex Noise to do so and I have a pretty good grasp on generating the random caves. However, the cutoff from ...
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1D Simplex Noise Returns Same Generation
I've been using 1D Simplex Noise to create a random world surface, and it keeps generating with the same looking surface terrain, with some minor variations. Here is my sample code-
...
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1
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Stepping through 3D noise to generate a cubemap for a sphere
This is somewhat related to a previous question I asked
How to create a seamless cubemap noise texture?
I have managed to successfully step through a 3D noise function to create a cubemap texture ...
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49
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Placing tiles on 2D Simplex noise [duplicate]
I have been experimenting with 2D Simplex noise for a mini-project and while I cannot say I understand the maths behind it, I begin to feel quite confident with how I can manipulate it to get ...
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Why is my Simplex Noise appearing in four columns?
I'm trying to make a Texture out of Simplex noise, but it keeps appearing like this regardless of how big or small scale is:
...
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Java: Irrelative Simplex Noise [closed]
I am stuck in another problem with Noise(I´ve never did this before). Now Terrain is generating and its quite well but its Irrelative to each other. Here is a screenshot
As you might notice Each ...
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Wrapping 3D noise functions like simplex and perlin in c# [duplicate]
I'm experimenting with loop-able worlds that have a height-map for terrain data.
While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that ...
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Does a patch of simplex noise sum up to zero?
Just for interest, when sampling simplex noise in any given dimension, would the sum of all samples run towards zero?