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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)
Thanks,
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.
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.
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