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Question by Kortuga · Sep 08, 2013 at 08:39 PM · perlin noisemesh verticesvertice manipulation

Extrapolating float values from Perlin noise?

I've been looking about on the script reference for a good noise function and Perlin noise seems to be what I need. I'm trying to pseudo-randomly generate planet-like meshes at runtime using a sphere mesh like so:

 using UnityEngine;
 using System.Collections;
 
 public class PerlinTerrain : MonoBehaviour 
 {
     private Vector3[] vertices;
  
     void Start () 
     {
         Mesh mesh = GetComponent<MeshFilter>().mesh;
         Vector3[] vertices = mesh.vertices;
         
         for (int i = 0; i < vertices.Length; i++) 
         {
                 vertices[i] = vertices[i] * Random.Range(0.9f, 1.1f);
         }
         
         mesh.vertices = vertices;
         mesh.RecalculateBounds();
         mesh.RecalculateNormals();
     }
 }


That code does what it's supposed to, although instead of using Random.Range, I'd like for vertices[i] to be multiplied by a value that's extrapolated from a Perlin noise function. How might I go about doing this? I've been looking around for sufficient documentation for so long that I actually went to the second page of Google.

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avatar image fherbst · Sep 08, 2013 at 11:20 PM 0
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"for so long that I actually went to the second page of Google" --- you're kidding, that's an exhaustive search as of today?

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Answer by fherbst · Sep 08, 2013 at 11:21 PM

Maybe you have a different Google, this was in the top five: 3d perlin noise function on GPU Gems

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