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Perlin Noise only implements in one axis?
So I used the code from the tutorial here but my terrain looks completely different, as pictured. Have they changed how the perlin noise function works in Unity? Thanks.
SOLVED: I used child.transform.position.y instead of child.transform.position.z in the second value of the perlin noise function.
My Code:
#pragma strict
var size : int = 10;
var cube : GameObject;
var scale : float = 6.5;
var move : boolean = false;
function Start () {
for(var x=0;x<size;x++){
for(var z=0;z<size;z++){
var c = Instantiate(cube, Vector3(x,0,z),Quaternion.identity);
c.transform.parent = transform;
}
}
for(var child:Transform in transform){
var height = Mathf.PerlinNoise(child.transform.position.x/scale,child.transform.position.y/scale);
child.renderer.material.color = Color(height,height,height,height);
}
}
function Update () {
for(var child:Transform in transform){
var height = Mathf.PerlinNoise(child.transform.position.x/scale,child.transform.position.y/scale);
child.renderer.material.color = Color(height,height,height,height);
}
if(move == true){
for(var child:Transform in transform){
height = Mathf.PerlinNoise(child.transform.position.x/scale,child.transform.position.y/scale);
child.transform.position.y = height;
}
}
}
I may have submitted this multiple times by accident, didn't see that it had to be checked first. Sorry!
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Answer by VesuvianPrime · Jul 29, 2014 at 10:06 AM
I think you want to feed the Z axis of the position into the second parameter of perlin noise: not the Y.
Also you might want to keep an eye on your draw calls. That's a lot of children.
Awesome thanks! I'll check my full code to see if I made the same mistake. The draw calls aren't an issue as this was just a test for a single mesh version.
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