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 Bunnybomb7670 · Feb 26, 2014 at 05:14 PM · terrainalgorithmnoiseperlin

How would I go about blending Noise?

I want to try and achieve a biome based height modification to noise, so say I have a voxel world, I get the x y z and get a biome for that part of the world based on temperature and rainfall. I would then like to make the biome effect the height of the terrain, so that ocean biomes would make the terrain go lower and mountain biomes would make the terrain go higher. Is there a specific way that I would do this? simply editing the noise values based on biome values does not work very well because it creates very sharp joints between area's.

The noise what I am currently working off is from :

https://gist.github.com/jstanden/1489447

It would be really helpful if someone could point me to a method of directly modifying the terrain based on the biome.

An example of what happens : (http://puu.sh/7bnsY.png)

alt text

Thanks,

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 stuart6854 · Feb 26, 2014 at 08:22 PM 0
Share

This would be helpful.

avatar image Bunnybomb7670 · Feb 26, 2014 at 09:16 PM 0
Share

After a few more attempts, I still have not managed to make it work properly. Any suggestions? I have also tried working directly from the temperature rainfall values however it doesn't work very well.

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by method · Mar 04, 2014 at 12:54 AM

Use the distance to the nearest boundary as a multiplier to interpolate the values from one heightmap to the other.

eg. If distance to the nearest boundary is 10 blocks or less you could use the following modifier on the height:

    • (10 - distance_to_boundary)

This gives you a value of 0.0 at the boundary, increasing to 1.0 as you get further away.

You can then multiply your noise value by that (but only if within 10 blocks of the boundary) - this will then effectively fade the heights as they get closer to that boundary.

Of course, for the two different noise types to transition rather than fading to and from zero at the boundary - you will need to overlap the noise (by 10 blocks if using the figures in my example above)

Hope that makes sense.

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

24 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 avatar image avatar image

Related Questions

easy c# Simplex Noise script code 1 Answer

Noise block terrain generation? 0 Answers

Why Doesn't This Work? 3 Answers

[C#] Implementing 3DPerlin/Simplex Noise 5 Answers

Always same result from Mathf.PerlinNoise() 2 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