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Question by popuppirate · Jul 18, 2015 at 02:44 PM · terrainrandomheightmapnoise

Connecting Perlin Terrain Tiles

Hello mateys,

I have currently come up to a conundrum regarding joining up two Perlin noise - based terrain tiles calculated on the fly to form a canyon and am not sure how to proceed. The code I currently have works nicely, and produces the following result composed of two separate terrain tiles:

alt text

One can clearly see the seam between the two components, however - this I do not want. As such I have thought about it and I am considering the following options to solve this problem:

  • Use some tileable noise algorithm instead of Perlin noise through Unity - this will ensure every terrain, and terrain following, matches. I have found and tried some of these, but the noise solutions I have tried don't seem to produce the result above;

  • Set both the connecting edges of the terrain to be at the average height between the two different heights at corresponding vertices on the edges.

While I have done research on the matter, can anyone suggest a better option/provide some insight into how meshes such as these may be joined at an edge?

(Ps - I have also used Terrain.SetNeighbors, but this doesn't seem to have the required effect.)

Many thanks,

Popup Pirate

canyon.jpg (401.5 kB)
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avatar image Dave-Carlile · Jul 18, 2015 at 03:42 PM 0
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If you pass the same input values to a perlin noise function you'll get the same "random" values back - that's the whole point of it. At your terrain edges you're apparently not passing in the same values for the equivalent edge positions.

avatar image popuppirate · Jul 18, 2015 at 06:03 PM 0
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I did try recording the final noise value in the function that creates the terrain via private variables in the class, but this results in a program crash.

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Answer by getyour411 · Jul 18, 2015 at 04:58 PM

Purchase Stitchscape

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