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Question by jni97 · Aug 23, 2016 at 02:21 PM · terrainproceduralperlin noisenoiseprocedural-terrain

Creating ridged perlin noise

Hi, I'm trying to figure out how I can create a ridged perlin noise function. If I unterstood correctly, you have to substract the abs value of perlin noise from 1 to create a ridged noise value. This is my code:

 int size = 1024;
 int mountainSeed = 0;
 float mountainScale = 42.7f;
 public float[,] createMountainMap(){
         float[,] data = new float[size, size];
         for(int x = 0;x < size;x++){
             for(int y = 0;y < size;y++){
                 float noise = 0.0f;
                 float gain = 1.0f;
                 for(int i = 0;i < mountainOctaves;i++){
                     noise += (1f - Mathf.Abs(Mathf.PerlinNoise(x * gain / mountainScale + mountainSeed, y * gain / mountainScale + mountainSeed)));
                     gain *= 2.0f;
                 }
                 data[x, y] = noise;
             }
         }
         return data;
     }

But the result isn't as expected: alt text

I expected something like this image: alt text

I don't know what I'm doing wrong or how to get the wanted result. How can I do it? Thankful for any help!

unbenannt.png (104.4 kB)
target.png (190.5 kB)
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avatar image Salmjak · Aug 23, 2016 at 03:13 PM 0
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If this is not for educational purposes I would recommend that you use the Unity port of LibNoise which includes a ridged fractal noise function. You can read more about LibNoise at their website.

avatar image jni97 Salmjak · Aug 23, 2016 at 03:28 PM 0
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The problem is that the LibNoise license says that I have to publish it as open source... This isn't an option for me. But thanks anyway!

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