#How to customise perlin noise.

1 messages · Page 1 of 1 (latest)

prisma panther
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Hey guys so I,ve made a project using perlin noise where there’s infinite terrain. At the moment, it is just normal terrain with some curves. However I don’t really know how to customise perlin noise

For example I’ve seen Minecraft use variables such as continentalism or something like that to make more realistic world however I don’t know how to implement it realistically.

Could someone explain or send me some article where I can learn not only how to use perlin noise(already did that) but to customise it to have zones with vast land others with oceans etc etc

Thanks!

mystic basin
# prisma panther Hey guys so I,ve made a project using perlin noise where there’s infinite terrai...

Terrain like Minecraft is created by layering multiple noises together in various patterns. you would have one noise for terrain, another for biomes, another for caves, then drop water on the noise analytically and grow vegetation by checking biomes vs. topography etc.

one particular Perlin noise will always produce very self-similar shapes across all scales (it is after all a fractal/recursive model), so to make things look natural you have to layer noises with different parameters.

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but noise is generally only a tiny part of what it takes make a really interesting (procedural) terrain/map.

prisma panther
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Let me say I dont fully understand perlin noise and I'm trying to

mystic basin
prisma panther
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Okay, so something just came to my mind

mystic basin
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a continent noise with high lacunarity (> 2) wil lproduce archipelagos, one with low lacunarity ( < 1.5) will produce a pangea,

prisma panther
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Basically I can have a perlin noise system where a certain biome is set random at the spawn point. As minecraft, this biome can have some variables like: Temperature, Humidity, Continentalism... ,

A higher Continentalism would make it to be like away from sea. Then I can make a perlin noise system where this biomes are generated and are more common to have similar biomes around.

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But also could have completely different biomes next to each other so that wouldn't work

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why is "h m m " blocked

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however

prisma panther
prisma panther
mystic basin
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its very difficult to make playable worlds with just perlin, typically you need some form of voronoi cellular noise too

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you can find some articles on the web that talk about this kind of thing

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but its all very basic info

prisma panther
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Yeah, I may have to search about it

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but would that be enough to have a "playable world"

mystic basin
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there are no resources that explain how to give a procedural world some character

prisma panther
mystic basin
prisma panther
mystic basin
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minecraft is playable because it has a ton of logic on top of the generator AND because you can just dig your way into anything

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if you remove digging and building, the generator needs to be much more sophisticated

prisma panther
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I think minecraft terrain is really sophisticated, even without digging

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it has some bugs and terrain that doesnt make sense tbh

mystic basin
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it used to be pretty simple, 15 years ago, but the game was the same fun, even with broken terrain

prisma panther
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but that terrain gen couldn't be just perlin noise

mystic basin
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it was in the early days

prisma panther
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tbh, i'm also making a voxel game so would be similar but trying to have a terrain that makes sense and is fun to explore

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Using just prlin noise didn't reach that point

mystic basin
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minecraft has been rewritten from scratch multiple times since and is a massively different thing now, but the original was super primitive and that should tell your that the sophsitication of MC 2025 is not required

prisma panther
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Now that you say it, I remember first generations. I wasn't thinking about those tbh

mystic basin
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i distinctly remember a patch that "fixed" the broken crazy terrain

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i found that made the game more boring 😄

prisma panther
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Maybe different as you were used to previous terrain

mystic basin
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old-school terrain looked like this:

prisma panther
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I believe now is more complex and different

prisma panther
mystic basin
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it would always produce these crazy overhangs

prisma panther
# mystic basin

See, that's what I'm talking about. Regular perlin noise wouldn't have blocks a space of air and blocks above

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If i'm explaining myself

mystic basin
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actually its just a "ground" noise that will always be relatively flat and a "mountain" layer on top with much higher frequency, then the mountain is masked by a third noise to produce the open areas

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the rectangular shapes are just artefacts of the noise implementation

prisma panther
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They have land noise

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Normal terrain

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then they have a "mountain biome" which has another noise value and that's why it's above

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and what's the third noise?

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if that's how the make it's much simpler than I thought it would be

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As long as I achieve somehow the biome gradient I told you before and have different noise values for each biome, wouldn't that make a more complex terrain?

mystic basin
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theoretically yes

prisma panther
mystic basin
prisma panther
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I don’t fully understand that

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Subtractively?

zenith ocean
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in a black and white noise image, you would subtract land where the image is darker

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There are also 3D like Simplex Noise

prisma panther
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I will try but dont think I fully understand how to do it