#I need help with math.noise
1 messages · Page 1 of 1 (latest)
local gridsize = 50
local sizepartx = 5
local sizepartz = 5
local sizeparty = 1
for x = 1, gridsize do
for z = 1, gridsize do
local part = Instance.new("Part", workspace)
part.Name = "part"
part.BrickColor = BrickColor.new("Black")
part.Size = Vector3.new(sizepartx, sizeparty, sizepartz)
part.Anchored = true
local posX = (x - gridsize / 2) * sizepartx
local posZ = (z - gridsize / 2) * sizepartz
part.Position = Vector3.new(posX, 0, posZ)
end
end
Now I was experimenting with the noise function. But I didnt get to making it.
Does anyone know how they would make it?
I'm not 100% sure how to make this, but math.noise doesn't seem like a good plan, as these circles are too uniform, and noise is meant to be smooth pseudo-random numbers
Alright, how should I make it then, you got any ideas?
Layered circles? It really depends on the use case for this.
Yeah but if you look closely its made out of colored parts
Its so pixelated so I don't know how it's made
If its parts then layered cylinders?
Just normal parts, sized like a block
Those are all voxels?
no its just flat parts
So like hundreds of flat parts?
yeah and has color
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Oof. That's a bit out of my wheelhouse, maybe someone else could give you insight.
I mean it's possibly flat parts that change color based on their individual distances from the center?
But the performance must be awful
Well its actually a windfield, where each color represents how strong the wind is, from white being strongest/ fastest to dark blue being slowest/weakest
So it'd have to be defined by some mathematical expression based on the eye's location and that part's offset from that eye
I know absolutely nothing about meteorological math, but you could probably fake it by just using the distance over some repeating range to determine color