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Question by Zarpar1 · Jul 29, 2014 at 09:32 AM · terrainperlin noisenoisecubes

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.

Tutorial Mine 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;
         }
     }
 }
 

screenshot 2014-07-29 10.09.37.png (21.9 kB)
screenshot 2014-07-29 10.11.12.png (343.8 kB)
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avatar image Zarpar1 · Jul 29, 2014 at 09:26 AM 0
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I may have submitted this multiple times by accident, didn't see that it had to be checked first. Sorry!

avatar image Pendrokar · Jul 29, 2014 at 09:36 AM 0
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Under your question there are the following buttons:

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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.

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avatar image Zarpar1 · Jul 29, 2014 at 10:32 AM 0
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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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