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Question by Jazzer008 · May 14, 2013 at 03:16 PM · randomheightplanetperlinocean

Planetary perlin noise? My oceans are too patchy.

Hello,

I've been working on a simple planet generator. I currently create a spherical mesh using a random radius for each vertex. This creates a very patchy looking planet as follows:

Ice Planet

I'm looking for a better algorithm of randomness. So I can have more 'planet' looking planets, or at least the option. I need bigger oceans, larger continents, basically just less patchy.

Anyone have any suggestions?

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avatar image darksider2000 · May 14, 2013 at 03:29 PM 0
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I don't have a definitive answer but here's what I can add: If you're using Perlin Noise, try doing multiple passes. After the first one, just randomize again, but on a smaller scale, just like Fractals, where it's recursive and repeats itself, while gradually beco$$anonymous$$g smaller and smaller. This will give a more definitive and less gloomy look, like real terrain.

Also if you want continents and oceans you're gonna need to define areas where the vertices' radius from the center is less random and more offset than others, either towards the center (ocean) or away from it (terrain).

In the end it all comes down to how random you want it to be, and how realistic, because creating an algorithm that could create earth-like planets that are completely random each time, would be very difficult.

avatar image Jazzer008 · May 14, 2013 at 03:50 PM 0
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Yeah, I pretty much need less random areas, and then strict borders between them. That's what I'm looking for.

avatar image robertbu · May 14, 2013 at 04:08 PM 0
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Take a slower walk through the perlin noise to reduce the resolution of the bumps. You could also use a grayscale bitmap ins$$anonymous$$d of/in addition to the perlin noise. That way you could 'paint in' in the large continents.

avatar image Jazzer008 · May 14, 2013 at 04:16 PM 0
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But I would still like a procedural planet, what do you mean slower walk?

avatar image robertbu · May 14, 2013 at 04:28 PM 0
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If you take a look at the example script for PerlinNoise() you will see:

 var xCoord = xOrg + x / noiseTex.width * scale;
 var yCoord = yOrg + y / noiseTex.height * scale;

The 'scale' changes how far to move for the next sample. If you move a smaller amount, you will move less on the 2D plane. It's like zoo$$anonymous$$g in on a part of the plane so you 'see' less bumps.

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Answer by Kibsgaard · May 14, 2013 at 05:57 PM

Try having a look at this white paper: Generating Complex Procedural Terrains Using the GPU

Especially chapter 1.3.3 "Making an Interesting Density Function" and onward, where the Density Function is what you want to use as your "random depth" on your vertices. They explain everything very well and it should be no problem to use it just on the CPU.

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avatar image Jazzer008 · May 15, 2013 at 12:38 AM 0
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Wow thanks, at a glance that seems very useful. I think that will probably suit me best for now. : )

avatar image Ted-Bigham · Oct 22, 2018 at 12:19 AM 0
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That link not valid. This is probably the same thing: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html

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Answer by rdavid269 · Feb 12, 2015 at 03:52 PM

try the module: massive with a seed: 131.5054 and check how it will look

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avatar image noobness9 · Feb 12, 2015 at 04:25 PM 0
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