Procedural Floating Island - Help Needed
Hello everyone. I have had a problem for a few months and I think I have hit the end of the road, so if you can help or you know anyone who can, I would appreciate it.
Here's my problem. I have been trying to make procedurally generated 3D floating islands for a while now. I have tried a tactic were I generate a plane of vertices with a low amplification of Perlin Noise (this represents the top's of the islands), and another plane of vertices with a high amplification of Perlin noise (this represents the bottom's of the islands).
This work out well without the mesh and I added Unity Gizmo Spheres to help visualize the mesh. The end product looks like this.
and
Now all I had to do was fill in the mesh. Thats the problem. If have know idea how to do it. I know how to generate grids of mesh and basic shapes but nothing like this. Please help. I have know idea what I am doing.
Thank You
Answer by Orr10c · Oct 27, 2019 at 08:08 AM
Hello, that's a good question! In case this is still relevant to you I'll try and answer your question.
The solution would be to use an algorithm to fill that space given a set of data points in 3d space. The one I'm familiar with is an algorithm named "marching cubes" basically it creates a separating layer of mesh in between air tagged points and surface tagged points (their tags is set by your peeling noise solution) which is faced toward the air tagged points (so you can see the mesh triangles while being on air side and looking toward the surface) you can search for it in the internet for more information.
Good luck!