PerlinNoise | Simple perlin noise implementation | Generator Utils library
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Simple perlin noise implementation (1D)
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QUESTION
I'm using the react-p5
library for generating PerlinNoise wave animation in my about
page.
When I use the p5
on any page it returns a 404 page, but if click back to the home page and open about.js
using the link it will work. After refresh, it won't work.
Everything works if I remove the p5
component from the file. I think the problem is with the p5
or p5 import
.
about.js
...ANSWER
Answered 2022-Mar-24 at 11:07The problem is that Sketch component is wanting to access window
property, but window is undefined since we serve server side rendered About page.
How to get around this?
Best solution would be to create a separated component, we can call it DrawSketch
DrawSketch component is almost identical to your About page with exception that it is a component.
QUESTION
I am trying to generate a grid across my map and add nodes depending on the perlin noise value. Depending on the value obtained from the perlin noise at a location, I will add a new Node which will be of a certain type e.g. Mountain, Water etc to represent terrian. Here I am trying to make it so that if the value is > 0.5, this mean it's only mountains and so a black coloured cubes should surround the mountain areas, However, my black cubes do not match the mountain areas from the perlin noise and I cannot seem to figure out why I am going wrong. Would appreciate any insight into how I could go about achieving this.
...ANSWER
Answered 2022-Feb-23 at 04:59It think the issue is in
QUESTION
[EDIT] Solved, see below for solution.
I am trying to generate a height map using Perlin Noise, but am having trouble with generating truly unique maps. That is, each one is a minor variation of all the others. Two examples are below:
And here is my code (most was just copied and pasted from Ken Perlin's implementation, though adapted for 2D):
...ANSWER
Answered 2022-Jan-27 at 02:26With some help from a friend of mine, I resolved the problem. Because I was using the same PERMUTATION array each generation cycle, the noise calculation was using the same base values each time. To fix this, I made a method permute()
that filled PERMUTATION with the numbers 0 to 255 in a random, non-repeating order. I changed the instantiation of PERMUTATION to just be a new int[].
QUESTION
ANSWER
Answered 2021-Dec-26 at 06:42Unsurprisingly, your landscape looks cubic because you're constructing it from cubes. So to make it more realistic, use a more flexible Mesh for it. You will have to assign each point of the surface separately and connect it to its surrounding via triangles:
QUESTION
So I am creating an endless terrain.
I can create the terrain but my chunks have gaps betwean them and they don't align properly.
I think the problem might be caused by my Noise Generation script, but I am not sure.
This is my Noise Generation script
...ANSWER
Answered 2021-Dec-24 at 19:54If I undestand all your values and variables correctly.
The problem might lay in the Noise Generator.
You need to create the chunkSize to be bigger by 1 so if you are passing 250 you will need to pass 251, as the for loop in the Noise Generator stops at 249 and not 250. (I might be wrong about this ), If you do this the mesh generator will now have the right values for calculation.
So your chunksize variable should look like this
QUESTION
I need a little help, I have this Perlin noise function, but I don't know how to properly create offsets.
I am using this to create infinite terrain generation and when I use this script it the noise values of individual chunks don't fit together properly. And they create holes.
Is there a way of fixing this ?
...ANSWER
Answered 2021-Dec-22 at 14:54It is quite simple actually, just add the chunk x,y coordinates to Mathf.PerlinNoise. Taking your code as an example, you can:
Pass chunkPosition as an argument to it:
QUESTION
I need a small help, I am trying to create an Island generator using Unity.
However I do not know how to make circular fall Off map.But instead I manage to create an island that is more of a box shaped island.
This is what I am doing:
- I am generating Height map using Perlin noise
- I will generate FallOff map and substract it from Perlin noise
- The Island getsgenerated, but instead of having circular shape the island hasbox-like shape
This is my Perlin noise function
...ANSWER
Answered 2021-Nov-01 at 22:54Use the distance from the center of the grid as the parameter to calculate the falloff value.
QUESTION
I'm trying to create a FBM texture using the module perlin-noise
, but it takes a very long time to execute. I've implemented multiprocessing
, only to find that the program was still running off a single core. I've tried looking for other people with the same problem, but most threads were 7+ years old and / or involved problems and solutions related to different OSs.
My OS is Windows 8.1, I have a quad-core CPU, and I'm running Python 3.9.2
Here is the program:
...ANSWER
Answered 2021-May-27 at 10:24Reason why it only use one Process is simple. You only passed 1-length list in Pool.map
.
What Pool(n).map(function, iterable)
does is, applying provided funtion to each element of provided iterable
(in this case, list
) with n
number of worker processes.
Since you only have 128 in nums
it's only creating one task thus no other processes are ever used.
Proper usage would look like this:
QUESTION
UPDATE
I found out that the mesh center of the mesh object is not at 0,0,0. Does that do anything?
I have the following problem. I am generating a terrain from Perlin noise and that works fine. However, as soon as I try to instantiate any objects on it, some are spawned in the terrain area and some completely outside. When I reset the object's transform, it teleports to (0,0,0) as expected, but when I reset another object, that was not instantiated at runtime, the (0,0,0) is at a completely different location! I have no parent set to these objects and no parent set to the other object as well. Below is my code for generating the objects:
...ANSWER
Answered 2021-Apr-16 at 09:35I have no parent set to these objects and no parent set to the other object as well.
Actually, you do set parent:
QUESTION
I'm trying to find the best way to generate perlin-noise-based cube voxel asteroids, but cannot seem to find a consistent method to do so.
I've tried to use this perlin noise library: https://github.com/warmwaffles/Noise/blob/master/src/prime/PerlinNoise.java
Along with this static method to get 3D noise out of it:
...ANSWER
Answered 2021-Mar-11 at 20:06I'm not quite sure exactly what you are doing so I'll just tell you how I generally do it. My voxels use some variation of marching cubes so I'll change it a bit to suit what you're doing.
First you can loop though all your voxels and take the center point. Then normalize it. I'm assuming your asteroid has (0.0,0.0,0) in the middle, if not just offset everything. In any case that gives you points around a unit sphere. You can then multiply those points by some constant to get a bigger sphere of points, like say 5 or 10. The bigger the number the higher the frequency of your noise. Play with it until it looks good to you. Next plug those points in 3D nose, Perlin or simplex. Simplex is generally better. This will give you a value from around -1 to 1 for every voxel.
Then you just need to have a base radius for your asteroid. For instance if your voxels go from -10 to +10 in all dimensions you can use a base radius of say 8. If you add that to your noise you get values of roughly 7 to 9 for every voxel all the way around the sphere. If the distance of the center of a voxel to the origin is less than it's calculated number it's solid. If it's greater, it's non-solid. Bingo you're done.
You can also scale your noise up and down to give you higher peaks and lower valleys. And then there are various ways to combine noise to get a lot of different kinds of terrain. The Ridged Multi-Fractal is one of my favorites. With low resolution it's not so important however since you won't see the details anyway.
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