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Question by Slymatt · May 05, 2015 at 08:56 PM · proceduralprocedural meshvoxelminecraftprocedural-generation

Creating caves in voxel procedural mesh

Hello, im struggling to implement caves in to my voxel procedural mesh generation. here is the generation code:

 public static byte GetTheoreticalByte(Vector3 pos, Vector3 offset0, Vector3 offset1, Vector3 offset2)
     {
         float clusterValue = CalculateNoiseValue(pos, offset2,  0.02f);        
         int biomeIndex = Mathf.FloorToInt(clusterValue * World.currentWorld.biomes.Length);
         Biome biome = World.currentWorld.biomes[biomeIndex];
     
         float heightBase = biome.minHeight;
         float maxHeight = biome.maxHeight;
         float heightSwing = maxHeight - heightBase;
         
         float blobValue = CalculateNoiseValue(pos, offset1,  0.05f);
         float mountainValue = CalculateNoiseValue(pos, offset0,  0.009f);
 
         mountainValue += biome.mountainPowerBonus;
         if (mountainValue < 0) mountainValue = 0;
         
         mountainValue = Mathf.Pow(mountainValue, biome.mountainPower);
 
         byte brick = biome.GetBrick(Mathf.FloorToInt(pos.y), mountainValue, blobValue);
         
         mountainValue *= heightSwing;
         mountainValue += heightBase;
         mountainValue += (blobValue * 10) - 5f;    
 
         if (mountainValue >= pos.y)
             return brick;
         return 0;
     }
 
 
 public static float CalculateNoiseValue(Vector3 pos, Vector3 offset, float scale)
     {
         float noiseX = Mathf.Abs((pos.x + offset.x) * scale);
         float noiseY = Mathf.Abs((pos.y + offset.y) * scale);
         float noiseZ = Mathf.Abs((pos.z + offset.z) * scale);
 
         return Mathf.Max(0, Noise.Generate(noiseX, noiseY, noiseZ));
     }


this is just the snippets from the noise creation which is where i think i need to add it but i cant get my head around how to decide if there should or shouldnt be a block here

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