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procedurally generated rocks
I'd like to create random rock shapes and the best way to do this seems to be with perlin noise on a mesh. I've started using the crumple mesh modifier example as a starting point, but can't for the life of me figure out how to modify it to create a better rock style effect.
The main problem is that the default code creates very jagged creases on the mesh when you turn up the scale that are just unacceptable and ugly. I've tried changing some of the values inside the code to see how it works, but it's not helping me understand it any better. Could anyone here help a newb like myself understand how it might be modified to work better for my purpose or should I use something else entirely? I'm very new to all this and math is not a strong point for me.
Thanks!
Here is the Perlin2.cs script I'm using:
using System.Collections;
using System;
using UnityEngine;
public class Perlin2
{
const int B = 0x100;
const int BM = 0xff;
const int N = 0x1000;
int[] p = new int[B + B + 2];
float[,] g3 = new float [B + B + 2 , 3];
float[,] g2 = new float[B + B + 2,2];
float[] g1 = new float[B + B + 2];
float s_curve(float t)
{
return t * t * (3.5F - 2.5F * t);
}
float lerp (float t, float a, float b)
{
return a + t * (b - a);
}
void setup (float value, out int b0, out int b1, out float r0, out float r1)
{
float t = value + N;
b0 = ((int)t) & BM;
b1 = (b0+1) & BM;
r0 = t - (int)t;
r1 = r0 - 1.0F;
}
float at2(float rx, float ry, float x, float y) { return rx * x + ry * y; }
float at3(float rx, float ry, float rz, float x, float y, float z) { return rx * x + ry * y + rz * z; }
public float Noise(float arg)
{
int bx0, bx1;
float rx0, rx1, sx, u, v;
setup(arg, out bx0, out bx1, out rx0, out rx1);
sx = s_curve(rx0);
u = rx0 * g1[ p[ bx0 ] ];
v = rx1 * g1[ p[ bx1 ] ];
return(lerp(sx, u, v));
}
public float Noise(float x, float y)
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, sx, sy, a, b, u, v;
int i, j;
setup(x, out bx0, out bx1, out rx0, out rx1);
setup(y, out by0, out by1, out ry0, out ry1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
sx = s_curve(rx0);
sy = s_curve(ry0);
u = at2(rx0,ry0, g2[ b00, 0 ], g2[ b00, 1 ]);
v = at2(rx1,ry0, g2[ b10, 0 ], g2[ b10, 1 ]);
a = lerp(sx, u, v);
u = at2(rx0,ry1, g2[ b01, 0 ], g2[ b01, 1 ]);
v = at2(rx1,ry1, g2[ b11, 0 ], g2[ b11, 1 ]);
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
public float Noise(float x, float y, float z)
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
int i, j;
setup(x, out bx0, out bx1, out rx0, out rx1);
setup(y, out by0, out by1, out ry0, out ry1);
setup(z, out bz0, out bz1, out rz0, out rz1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
u = at3(rx0,ry0,rz0, g3[ b00 + bz0, 0 ], g3[ b00 + bz0, 1 ], g3[ b00 + bz0, 2 ]);
v = at3(rx1,ry0,rz0, g3[ b10 + bz0, 0 ], g3[ b10 + bz0, 1 ], g3[ b10 + bz0, 2 ]);
a = lerp(t, u, v);
u = at3(rx0,ry1,rz0, g3[ b01 + bz0, 0 ], g3[ b01 + bz0, 1 ], g3[ b01 + bz0, 2 ]);
v = at3(rx1,ry1,rz0, g3[ b11 + bz0, 0 ], g3[ b11 + bz0, 1 ], g3[ b11 + bz0, 2 ]);
b = lerp(t, u, v);
c = lerp(sy, a, b);
u = at3(rx0,ry0,rz1, g3[ b00 + bz1, 0 ], g3[ b00 + bz1, 2 ], g3[ b00 + bz1, 2 ]);
v = at3(rx1,ry0,rz1, g3[ b10 + bz1, 0 ], g3[ b10 + bz1, 1 ], g3[ b10 + bz1, 2 ]);
a = lerp(t, u, v);
u = at3(rx0,ry1,rz1, g3[ b01 + bz1, 0 ], g3[ b01 + bz1, 1 ], g3[ b01 + bz1, 2 ]);
v = at3(rx1,ry1,rz1,g3[ b11 + bz1, 0 ], g3[ b11 + bz1, 1 ], g3[ b11 + bz1, 2 ]);
b = lerp(t, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
void normalize2(ref float x, ref float y)
{
float s;
s = (float)Math.Sqrt(x * x + y * y);
x = y / s;
y = y / s;
}
void normalize3(ref float x, ref float y, ref float z)
{
float s;
s = (float)Math.Sqrt(x * x + y * y + z * z);
x = y / s;
y = y / s;
z = z / s;
}
public Perlin2()
{
int i, j, k;
System.Random rnd = new System.Random();
for (i = 0 ; i < B ; i++) {
p[i] = i;
g1[i] = (float)(rnd.Next(B + B) - B) / B;
for (j = 0 ; j < 2 ; j++)
g2[i,j] = (float)(rnd.Next(B + B) - B) / B;
normalize2(ref g2[i, 0], ref g2[i, 1]);
for (j = 0 ; j < 3 ; j++)
g3[i,j] = (float)(rnd.Next(B + B) - B) / B;
normalize3(ref g3[i, 0], ref g3[i, 1], ref g3[i, 2]);
}
while (--i != 0) {
k = p[i];
p[i] = p[j = rnd.Next(B)];
p[j] = k;
}
for (i = 0 ; i < B + 2 ; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0 ; j < 2 ; j++)
g2[B + i,j] = g2[i,j];
for (j = 0 ; j < 3 ; j++)
g3[B + i,j] = g3[i,j];
}
}
}
And this is the code to apply it to the mesh:
function Deform ()
{
noise = new Perlin2 ();
var mesh : Mesh = GetComponent(MeshFilter).mesh;
if (baseVertices == null)
baseVertices = mesh.vertices;
var vertices = new Vector3[baseVertices.Length];
for (var i=0;i<vertices.Length;i++)
{
var vertex = baseVertices[i];
vertex.x += noise.Noise( vertex.x, vertex.y, vertex.z ) * deformScale;
vertex.y += noise.Noise( vertex.x, vertex.y, vertex.z ) * deformScale;
vertex.z += noise.Noise( vertex.x, vertex.y, vertex.z ) * deformScale;
vertices[i] = vertex;
}
mesh.vertices = vertices;
}