Question by 
               DevedGames · Mar 11, 2017 at 09:25 PM · 
                sphereplanetnoise  
              
 
              Perlin Noise is Really Sharp
Hey my noised CubeSphere is really edgy after noising it.
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MeshDeform : MonoBehaviour {
     public float scale = 1f;
     private Vector3[] baseVertices;
     public bool recalculateNormals;
 
     public void Start(){
         Mesh mesh = GetComponent<MeshFilter>().mesh;
 
         if (baseVertices == null)
             baseVertices = mesh.vertices;
 
         var vertices = new Vector3[baseVertices.Length];
 
         for (var i=0;i<vertices.Length;i++)
         {
             var vertex = baseVertices[i];
 
             vertex.x += (Mathf.PerlinNoise(vertex.x, vertex.y) + Mathf.PerlinNoise(vertex.y, vertex.z) + Mathf.PerlinNoise(vertex.z, vertex.x)) * scale;
             vertex.y += (Mathf.PerlinNoise(vertex.x, vertex.y) + Mathf.PerlinNoise(vertex.y, vertex.z) + Mathf.PerlinNoise(vertex.z, vertex.x)) * scale;
             vertex.z += (Mathf.PerlinNoise(vertex.x, vertex.y) + Mathf.PerlinNoise(vertex.y, vertex.z) + Mathf.PerlinNoise(vertex.z, vertex.x)) * scale;
             vertices[i] = vertex;
         }
 
         mesh.vertices = vertices;
 
         if (recalculateNormals)    
             mesh.RecalculateNormals();
         mesh.RecalculateBounds();
     }
 
 }
 
               maybe someone can tell me what i did wrong, would be very nice :D
               Comment
              
 
               
              Answer by DevedGames · Mar 12, 2017 at 04:51 PM

and i want it look like a planetary surface
 
                 
                unbenannt.png 
                (247.6 kB) 
               
 
              Your answer