Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by filler03 · Feb 05, 2014 at 07:34 AM · terrainperlin noisesetheights

How to use Perlin Noise to generate terrain tiles?

I have terrain being generated in tiles all with dimensions of 400x400. How can I use perlin noise to make the terrains of each tile match up? The tiles appear as the player moves, not all at once, so calculating the entire width and height of the map is not an option.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image BlueRaja_2014 · Feb 10, 2014 at 11:31 PM 0
Share

Do you know what Perlin noise is? Do you know how it's implemented? What have you tried?

avatar image robertbu · Feb 27, 2014 at 01:02 AM 0
Share

As long as you keep track of the coordinate mapping between the tiles and the perlin plane, the heights will match up. I don't know what kind of issues you will get in displaying side-by-side terrains as a single unit.

3 Replies

· Add your reply
  • Sort: 
avatar image
-1

Answer by getyour411 · Feb 05, 2014 at 07:36 AM

Unless you are a very talented programmer, sounds like this is the answer: Stitchscape

http://u3d.as/content/starscene-software/stitchscape/1s8

Comment
Add comment · Show 6 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image filler03 · Feb 10, 2014 at 08:48 PM 0
Share

I need something that can be done at runtime though.

avatar image getyour411 · Feb 10, 2014 at 11:14 PM 0
Share

To clarify - you are asking for a tool that, at runtime, can take terrains with variance along the seam edges in terms of +/- height and stitch them together?

avatar image filler03 · Feb 26, 2014 at 11:32 PM 0
Share

I need something that will generate the heights of terrain tiles at runtime using perlin noise in a way that it is seemless. I am not wanting to stich together custom terrains, but just to generate the height maps from scratch.

avatar image getyour411 · Feb 27, 2014 at 12:41 AM 0
Share

It really sounds like the same thing to me - in a nuthsell you have different terrain tiles with height variance (via Perlin noise or whatever) along the seams and you want something that will fix the seams at runtime.

There's nothing I'm aware of that does that in the free/forum/UA code post base (as a copy/paste), it sounds like an interesting concept but one that, once created, would probably be a good AssetStore candidate.

avatar image filler03 · Feb 27, 2014 at 11:13 PM 0
Share

What I want is for the heightmaps to be completelly generated at runtime. I am able to generate one tile using perlin noise, i just need to be able to then generate the ones surrounding it with the "next" perlin noise values. It's not stitching them together its simply generating them from scratch. The heightmaps that is.

Show more comments
avatar image
0

Answer by Krajca · May 21, 2014 at 06:28 PM

  1. Make 400x400 perlin noise

  2. Save it.

  3. When you need to calculate next tile, load that image and get what you need to generate tile.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by chloe5608 · Feb 28, 2015 at 06:52 PM

I have a Unity implementation of seamless tiling using Perlin noise. You can email me if you want the implementation. Also you can get the idea of how to generate a set of tiles using the Perlin noise and also control the frequency from my paper here: Procedural textures using tilings with Perlin Noise

My email address: shi.217@osu.edu

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How exactly is Perlin Noise implemented? 4 Answers

Terrain and PerlinNoise Glitch 0 Answers

2D Efficient Realtime Terrain Generation 0 Answers

How can I generate terrain as integers using perlin noise? 1 Answer

Why _terrainData.SetHeights() resizes the terrain? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges