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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.
Do you know what Perlin noise is? Do you know how it's implemented? What have you tried?
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.
Answer by getyour411 · Feb 05, 2014 at 07:36 AM
Unless you are a very talented programmer, sounds like this is the answer: Stitchscape
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?
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.
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.
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.
Answer by Krajca · May 21, 2014 at 06:28 PM
Make 400x400 perlin noise
Save it.
When you need to calculate next tile, load that image and get what you need to generate tile.
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