Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
1–10 of 36 posts
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#2All mountain ranges are driven up by lateral forces, so simply look on a satellite image to notice how they are made of ranges[0]. I do wonder if this propensity can be introduced to the code.
[0] https://en.m.wikipedia.org/wiki/Zagros_Mountains#/media/File...
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#3Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#4To my geologist's eyes there is a fundamental flaw in this method: the assumption of randomness. All mountain ranges are driven up by lateral forces, so simply look on a satellite image to notice how they are made of ranges[0]. I do wonder if this propensity can be introduced to the code. [0] https://en.m.wikipedia.org/wiki/Zagros_Mountains#/media/File...
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#5To my geologist's eyes there is a fundamental flaw in this method: the assumption of randomness. All mountain ranges are driven up by lateral forces, so simply look on a satellite image to notice how they are made of ranges[0]. I do wonder if this propensity can be introduced to the code. [0] https://en.m.wikipedia.org/wiki/Zagros_Mountains#/media/File...
Certainly! The limit is your creativity. My first idea: generate very large scale 2D noise. Choose a threshold to divide it into regions. For each region, choose a direction of motion. Design a “mountain envelope” function that considers distance from the nearest border to create mountains/subversion zones based on the direction of each plate and the shape of the border.
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#6I really wish the header image used ProcGen to create a landscape image, rather than Yet Another OpenAI Image that sours me on the article as a reader before I start to read it. It sells the wrong idea and makes me distrust the author.
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#7Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#8To my geologist's eyes there is a fundamental flaw in this method: the assumption of randomness. All mountain ranges are driven up by lateral forces, so simply look on a satellite image to notice how they are made of ranges[0]. I do wonder if this propensity can be introduced to the code. [0] https://en.m.wikipedia.org/wiki/Zagros_Mountains#/media/File...
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#9To my geologist's eyes there is a fundamental flaw in this method: the assumption of randomness. All mountain ranges are driven up by lateral forces, so simply look on a satellite image to notice how they are made of ranges[0]. I do wonder if this propensity can be introduced to the code. [0] https://en.m.wikipedia.org/wiki/Zagros_Mountains#/media/File...
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#10 (def octaves 4)
(def lacunarity 2.00)
(def persistence 0.50)
(def period 100)
(def height 40)
(plane y (fbm octaves :f lacunarity :gain persistence perlin p.xz period * height)
# try s/color/shade on the line below
| color (ss p.y -20 0 blue (ss p.y 0 20 green white))
| slow (20 / height)
| intersect (sphere 200))
(Using the terms from the article.) You can right-click and drag those numbers to see how the parameters affect the result in realtime. Also an easy way to compare perlin and simplex noise. Procedural terrain is fun!Also while this uses 2D perlin noise -- you're just changing the height of a plane -- you can create some pretty detailed neat "rocky" terrain effects by using 3D perlin noise instead. Change "p.xz" to "p.xyz" to see what that looks like.