Home Game Development Perlin noise terrain era round given street mesh

Perlin noise terrain era round given street mesh

0
Perlin noise terrain era round given street mesh

[ad_1]

I’m producing terrain round a route. The route already exists. I’m utilizing the Perlin Noise operate carried out in Unity to generate terrain tiles that merge seamlessly.
I generate the terrain tiles within the origin layer. From every terrain grid level I shoot a raycast to scan the road. I set the peak values in order that they’re beneath the street (see image 1 field with out quantity). The terrain subsequently adapts to the street

Road weaving through terrain

The drawback, nonetheless, are roads with an elevation profile. For these, I save the best street level inside a terrain tile and add it to the peak worth of the respective tile. This permits me to rearrange the tiles alongside the elevation profile of the street (picture 2).
Unfortunately, this peak offset once more breaks the seamlessly transitioning Perlin Noise. Is there a solution to make the tiles merge seamlessly once more after including the offset?

Terrain tiles with visible discontinuities along tile borders

So clearly the tiles surrounding the street sections with elevation profile are usually not imagined to be within the origin airplane, however just like the street elevation. I hope I’ve defined it fairly nicely.

[ad_2]

LEAVE A REPLY

Please enter your comment!
Please enter your name here