Generating landscapes through block-based procedural methods

I'm currently utilizing three.js to generate terrain procedurally using Perlin Noise.

My terrain is composed of blocks, but the heights along their borders do not match up, as evidenced below.

What is the best approach for aligning height maps across these blocks?

https://i.sstatic.net/6xyBB.png

While I am using the Perlin Noise Algorithm to create the height variations, each point's height seems disconnected from its neighboring points. I have tried other noise algorithms, but encounter the same issue.

Answer №1

If you're looking for a great tutorial on generating infinite terrain, check out this video: https://www.youtube.com/watch?v=IKB1hWWedMk

While the tutorial focuses on processing, the same principles can be applied to any noise library you might be using - especially if you're working with Perlin noise. To adjust the output based on your block sizes, make sure to consider the dimensions of your blocks when passing values into the function.

For instance, let's say you have a 3x3 grid where each block is 10x10 units. If the middle block is at position (x, y), moving "north" would mean retrieving data from the noise function at position (x, y - 10).

The video does a thorough job explaining these concepts, so I recommend watching it for a clearer understanding. Hopefully this brief explanation has provided some insight. Feel free to reach out with more details about your specific function for a more tailored response.

Answer №2

In this explanation, we will focus on solving the problem for a single axis, specifically the x-axis. Once that is understood, the process can be easily applied to the y-axis (referred to as z in three.js).

Firstly, it is important to ensure that the perlin noise generator uses the same random seed for each block. This consistency guarantees that blocks share the same underlying perlin noise map, facilitating smooth transitions between them.

The next step involves establishing a clear mapping between your block units and the input values for the perlin noise function. For instance, if your block's x-coordinate ranges from -512 to 512 units, each x vertex should have a corresponding height value obtained by passing in values from -0.5 to 0.5 into the noise function, like so:

vertextHeight = perlin(vertexX / 1024, vertextY / 1024)

Subsequently, the second block should be positioned to align its edge with the first block. For example, if the x position of the second block is 1024 units greater than the first block, it would range from 512 to 1536 units. Hence, block0 has an x offset of 0, while block1 has an x offset of 1024, based on a block width or size of 1024 units in three.js.

Lastly, apply the same offsets to the noise function but adjusted according to the established mapping. In this scenario, 512 becomes 0.5 and 1536 becomes 1.5, illustrated as follows:

size = 1024;
vertextHeight = perlin((vertexX + offsetX) / size, (vertextY + offsetY) / size)`

As a result, the x-value provided to the noise function at the boundary between block0 and block1 remains consistent, thereby producing identical height values.

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