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This question was closed Aug 01, 2016 at 06:46 PM by Bogsse for the following reason:

The question is answered, right answer was accepted

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Question by Bogsse · Jul 31, 2016 at 12:19 PM · artifacts

Unity Perlin Noise Terrain Artifacts

I was able to successfully get perlen noise to a terrain in unity but i am having a strange problem. I am getting stripes as seen in the image below. alt text I do not know how i would go about fixing this or were it is coming from. When i plug it into a gray-scale image i do not get the artifacts. Here is the code.

 using UnityEngine;
 using System.Collections;
 
 public static class NoiseMaker {
 
     public static float [,] GenerateNoise (int Width, int Height, float Scale, int Seed, int Octives, float Persistance, float Lacunarity, Vector2 Offset) {
         float[,] noiseMap = new float[Width, Height];
 
         System.Random prng = new System.Random (Seed);
         Vector2 [] octaveOffset = new Vector2[Octives];
         for (int i = 0; i < Octives; i++){
             float OffsetX = prng.Next (-100000, 100000) + Offset.x;
             float OffsetY = prng.Next (-100000, 100000) + Offset.y;
             octaveOffset [i] = new Vector2 (OffsetX, OffsetY);
         }
 
         float MinNoiseHeight = float.MaxValue;
         float MaxNoiseHeight = float.MinValue;
 
         float halfWidth = Width / 2;
         float halfHeight = Height / 2;
 
         for (int y = 0; y < Height; y++){
             for (int x = 0; x < Width; x++){
 
                 float Amplitude = 1;
                 float Frequency = 1;
                 float noiseHeight = 0;
 
                 for (int i = 0; i < Octives; i++) {
                     float sampleX = (x - halfWidth) / Scale * Frequency + octaveOffset [i].x;
                     float sampleY = (y - halfHeight) / Scale * Frequency + octaveOffset [i].y;
                         
                     float perlinValue = Mathf.PerlinNoise (sampleX, sampleY) * 2 - 1;
 
                     noiseHeight += perlinValue * Amplitude;
                     Amplitude *= Persistance;
                     Frequency *= Lacunarity;
                 }
                 if (noiseHeight > MaxNoiseHeight){
                     MaxNoiseHeight = noiseHeight;
                 } else    if (noiseHeight < MinNoiseHeight){
                     MinNoiseHeight = noiseHeight;
                 }
                 noiseMap [x, y] = noiseHeight;
             }
         }
         for (int y = 0; y < Height; y++) {
             for (int x = 0; x < Width; x++) {
                 noiseMap [x, y] = Mathf.InverseLerp (MinNoiseHeight, MaxNoiseHeight, noiseMap [x,y]);
             }
         }
 
         return noiseMap;
     }
 }
 

I directly apply the heights to the terrain. So what is causing this?

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avatar image Bogsse · Jul 31, 2016 at 01:46 PM 0
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I looked at a tutorial Here to get me started off. I still need to refine it but it should work directly applying it to a terrain because i can convert it into a grayscale texture and it dose not have the strange lines.

This only happens when i zoom into the map so i might try not zoo$$anonymous$$g in so far.

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Answer by Bogsse · Jul 31, 2016 at 04:43 PM

My problem was the shadows of the terrain and the shadow is making the artifacts. The code works perfectly but the shadows don't.

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