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Basics of Perlin Noise?
I know you've heard this a million times before but I'm trying to make a minecraft style terrain. I would like my terrain to be randomly generated in all diretions. To do this i i found out that i must know how to use perlin noise. But the problem is that it seams that there are no official documintations of Perlin N. in unity refrences. I can't fined any tutorials or legit documintation on how to use it to generate a "cuby" terrain. I've been looking for some sort of tutorial or documintation(in Javascript) for the last 3 day's were it explains perlin noise step by step and in a straight forward manner. But i had no luck finding something that could help me understand. If any of you who might know how to use perlin code in JavaScript could you PLEASE EXPLAIN how to use it. If you could make a simple example of something that was made using perlin noise and explain step by step so that I could understand the basics of it would be great. [I'm familiar with JavaScript and know a lot but when someone writes something like: " sides = (Noise(x-1, y)+Noise(x+1, y)+Noise(x, y-1)+Noise(x, y+1))/ 8;" I get very confused and lost.)
Answer by Saitodepaula · Aug 10, 2012 at 05:30 PM
Hi, I'm trying to do something similar, but using planes. Take a look at my question (I've solved it myself). I think it is not difficult to apply it to different kinds of geometry, like cubes instead of planes.
If you don't understand what I've done there, ask and I can post more details.
You don't really need to know how Perlin noise function works, you only have to know that it will generate "random" values between 0 and 1 for any given point, but smoothed, so that every point in the terrain is "connected" to each other (actually random and connected are not the correct terms, but are a good way to start thinking about Perlin noise). Once you understand this, you can use the Perlin function in the Unity Procedural Examples I've used too.
If you really want to understand every detail of Perlin function, start here and here.
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