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Question by chanfort · Jul 26, 2015 at 01:22 AM · terraintileterraindata

Connecting tiled terrains

I am starting to create tiled terrain by making multiple terrains separately from Perlin noise. When I put them together and there is a big mismatch in the intersection like shown in a figure bellow: alt text

I was trying to apply weighted averages from one tile height onto another, but it only gives "lined" artefacts. So I was wondering what can be a way to correct this?

Please note, that I am more looking for sensible explanation, rather than some links to Asset Store...

screen-shot-2015-07-26-at-020754.png (370.2 kB)
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Answer by getyour411 · Jul 26, 2015 at 04:51 AM

Purchase Stitchscape.

I know your comment said you don't want a link, but I'm going to assume you've searched all over and can't find a 'free code' solution, only partial hints, code snippets, API doc, etc. and you can't build your solution from those. That's not a knock on you, that puts you in the same boat as everyone who's looked into this and decided to go with Stitchscape.

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Answer by chanfort · Jul 26, 2015 at 05:44 PM

I spend today to follow this tutorial and I managed to get entire procedural terrain working on a "single script" approach: https://dl.dropboxusercontent.com/u/248943005/InfiniteTerrain/TerrainGenerator1.cs

It only has over 1k lines and can be simply dragged on any game object. Terrain will be generated around camera, when camera moves.

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avatar image getyour411 · Jul 27, 2015 at 07:33 AM 0
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Procgen terrain doesn't sound like what you were asking in your question about joining premade terrains with perlin noise, but nonetheless glad you got that sorted out.

avatar image chanfort · Jul 27, 2015 at 09:04 AM 0
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well, it's kind of linked stuff, as first what I was wondering to get was procedurally generated terrain and when I am generating it in tiles separately, I were unable to connect them. The key here was using noise based on two coordinates (x,z) ins$$anonymous$$d of single number. Another question, which can be more linked to original one is how to connect these procedurally generated terrains to manually drawn ones and that procedural terrain would be not drawn on places, where manual terrain is placed :) So the question stay open.

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