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Questions tagged [perlin-noise]

Perlin noise is an algorithmic (computer-generated) effect developed by Ken Perlin, often used for simulating elements in nature and for procedural terrain generation, especially in situations with low levels of memory. It is also pseudo-random, and can be in any number of dimensions. An improved version of this now exists, also developed by Ken Perlin, and also covered by this tag - simplex noise.

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I'm implementing perlin noise in C++. I have a permutation table for the gradients vectors and want to shuffle them with a 2 number hash that has 2 purposes. The hash uses the integer portion of the ...
Opengraphicspros12's user avatar
1 vote
1 answer
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I find lots of articles but they cut parts out to simplify the process. I am trying to write a function to generate real 3D Perlin noise without skipping steps like averaging the 4 corners ray somehow....
Opengraphicspros12's user avatar
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I generate a mesh from a 3D perlin noise function, the goal now is to add a 2d perlin noise to the surface of the 3d mesh. My issue is ensuring continuity in the noise and taking the x, y and z ...
Samuel Fyckes's user avatar
2 votes
2 answers
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The permutation maps are usually the numbers from 0 to 255 arranged in a random order. If I were to use a cryptographic hash function to convert a string, and then use the result's individual integers ...
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I'm trying to use the Fractal Perlin flow noise from Chaos Software (shared under the MIT licence) ...
gpu's user avatar
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1 answer
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I'm following Brackeys' tutorial for perlin noise and i'm at the point where he's just done the offset thing but this whole time all that i'm seeing in my project is a plain gray square, no matter ...
IamaPineapple24's user avatar
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For my Grand Strategy game, I am looking to use maps generated by Godot's FastNoiseLite implementation of Perlin noise. While generating the texture for the map was ...
Haruto Kaito's user avatar
1 vote
3 answers
432 views

I've been working on a custom enemy "AI", the way it works is it generates a point inside a colliders bounds, then moves the enemy towards the point. Once the enemy reaches it. The point is ...
Pow's user avatar
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0 votes
1 answer
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I have a noise function for altitude: float getAltitude(x, z) and noise function for humidity: float getHumidity(x, z) and at each cell of my terrain I calculate a (altitude, humidity) point, and then ...
BogdanB's user avatar
1 vote
1 answer
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I am creating a game in which a world map is generated using Perlin noise, and then specific points in the map are rendered using higher resolution Perlin noise. I am trying to do this by zooming in ...
Finch Youngs's user avatar
2 votes
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I've been doing research on game development in a hyperbolic plane, and cannot seem to find any solution for generating coherent noise. Generating noise for a spherical geometry would be easy -- just ...
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0 votes
2 answers
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I'm writing a Perlin noise generator in C++ for terrain generation but the generator produces weird JPEG-like artifacts instead of proper noise. I've tried doing it using C# in Unity and confirmed the ...
truepaddii's user avatar
0 votes
1 answer
564 views

I am generating terrain around a route. The route already exists. I am using the Perlin Noise function implemented in Unity to generate terrain tiles that merge seamlessly. I generate the terrain ...
IMGSaibh's user avatar
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1 answer
614 views

Recently I just finished a program which makes a plane image using perlin noise. Now I want to make that image a cubemap image. This because I want to apply it to a planet (which was made from a cube)...
nicolas osorio bustos's user avatar
-1 votes
1 answer
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I was creating a heightmap for my procedural voxel world in Unity using 2D perlin noise. I don't want to use anything from a texture atlas, a brown Unity material is good enough for me. The issue is ...
burgere15's user avatar

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