Questions tagged [perlin-noise]

Perlin noise is procedurally generated gradient noise. As its characteristics can be controlled, it is used mainly in visual effects.

Perlin noise is described in more detail in this Wikipedia article.

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Random.Next() - finding the Nth .Next()

Given a consistently seeded Random: Random r = new Random(0); Calling r.Next() consistently produces the same series; so is there a way to quickly discover the N-th value in that series, without calling r.Next() N times? My scenario is a huge array…
with
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Realistic simulated elevation data in R / Perlin noise

Does anyone know how to create a simulation raster elevation dataset - i.e. a 2d matrix of realistic elevation values - in R? R's jitter doesn't seem appropriate. In Java/Processing the noise() function achieves this with a Perlin noise algorithm…
geotheory
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Perlin terrain pages mismatched: elusive bug

I've been developing a game in the Unity Game Engine that I hope will be able to use paged terrain for an infinite world (common theme nowadays). My terrain generator uses perlin noise exclusively. But at this time, development has been seriously…
Miles
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Perlin noise for motion?

I'm successfully using Perlin noise to generate terrain, clouds and a few other nifty things. However, I'm now trying to animate a group of flying insects (specifically fireflies), and it was suggested to me to use Perlin noise for this, as well.…
3Dave
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Why does switching from Mersenne twister to other PRNGs in Gradient Noise Generator give bad results?

I've been trying to create a generalized Gradient Noise generator (which doesn't use the hash method to get gradients). The code is below: class GradientNoise { std::uint64_t m_seed; std::uniform_int_distribution
Krupip
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Perlin noise generator in Swift

I have this code for generating 1D noise in obj-c, it's working perfectly well: - (float)makeNoise1D:(int)x { x = (x >> 13) ^ x; x = (x * (x * x * (int)_seed + 19990303) + 1376312589) & RAND_MAX; return ( 1.0 - ( (x * (x * x * 15731 +…
Endanke
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Procedural generation of a constrained landscape

I'd like to implement a procedural generation of a terrain. After a thorough research I came up with a conclusion that it should be implemented with one of the gradient (coherent) noise generation algorithms, for instance Perlin Noise…
JeB
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Optimizing Perlin noise in Haskell

(Dependencies for this program: vector --any and JuicyPixels >= 2. Code is available as Gist.) {-# LANGUAGE Haskell2010 #-} {-# LANGUAGE BangPatterns #-} import Control.Arrow import Data.Bits import Data.Vector.Unboxed ((!)) import Data.Word import…
user824425
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What's the randomness quality of the Perlin/Simplex Noise algorithms?

What's the randomness quality of the Perlin Noise algorithm and Simplex Noise algorithm? Which algorithm of the two has better randomness? Compared with standard pseudo-random generators, does it make sense to use Perlin/Simplex as random number…
Zhen
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Perlin Noise to Percentage

I'm coding a map generator based on a perlin noise and ran into a problem: Lets say I would want 30% water and 70% dirt tiles. With a usual random generator there is no problem: tile = rnd.nextFloat() < 0.7f ? DIRT : WATER; But a perlin noise is…
DiddiZ
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2d Terrain generation using Perlin Noise (Tile Based)

I have been looking into perlin noise for an application I'm working on its basically a '2 dimensional side view' looking game (simulation). I don't fully understand how perlin noise works but get the general idea. I have found this article with…
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Why do Perlin noise algorithms use lookup tables for random numbers

I have been researching noise algorithms for a library I wish to build, and have started with Perlin noise (more accurately Simplex noise, I want to work with arbitrary dimensions, or at least up to 6). Reading Simplex noise demystified, helped, but…
Aatch
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Using Perlin noise to create lightning?

Actually I am having several questions related to the subject given in the topic title. I am already using Perlin functions to create lightning in my application, but I am not totally happy about my implementation. The following questions are based…
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Why are there thin, dark lines in my SVG feTurbulence output?

When experimenting with the feTurbulence filter primitive, I'm getting thin, dark lines throughout where I wouldn't expect them. They're most visible when numOctaves="1". Why are they there? Let's say I start with the reference code from…
Alan De Smet
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Perlin noise in Python's noise library

I have a problem with generating Perlin noise for my project. As I wanted to understand how to use library properly, I tried to follow step-by-step this page:…
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