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Connecting Perlin Terrain Tiles
Hello mateys,
I have currently come up to a conundrum regarding joining up two Perlin noise - based terrain tiles calculated on the fly to form a canyon and am not sure how to proceed. The code I currently have works nicely, and produces the following result composed of two separate terrain tiles:
One can clearly see the seam between the two components, however - this I do not want. As such I have thought about it and I am considering the following options to solve this problem:
Use some tileable noise algorithm instead of Perlin noise through Unity - this will ensure every terrain, and terrain following, matches. I have found and tried some of these, but the noise solutions I have tried don't seem to produce the result above;
Set both the connecting edges of the terrain to be at the average height between the two different heights at corresponding vertices on the edges.
While I have done research on the matter, can anyone suggest a better option/provide some insight into how meshes such as these may be joined at an edge?
(Ps - I have also used Terrain.SetNeighbors, but this doesn't seem to have the required effect.)
Many thanks,
Popup Pirate
If you pass the same input values to a perlin noise function you'll get the same "random" values back - that's the whole point of it. At your terrain edges you're apparently not passing in the same values for the equivalent edge positions.
I did try recording the final noise value in the function that creates the terrain via private variables in the class, but this results in a program crash.
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