![]() Stratum elevations vary with respect to the X-axis only, neglecting the Z-axis. The strata repeat every 64 blocks on the Y-axis, and the elevation of a particular stratum can vary through a biome by as much as 4 blocks. Stratum colors are determined using only the first 48 bits of the 64-bit world seed in Java Edition. Vanilla simply applies a "scale" value (frequency*(2^octaves)), defined as how much the noise generator increments per sampling (every four blocks). These values are displayed and calculated differently in the code. To shift the resulting set of values by this value. Offset: A value added to the noise after processing.To make the set of values more or less extreme. Factor: A value the noise is multiplied with after processing (lacunarity).More octaves added with lacunarity result in a rougher fractal appearance reminiscent of proper terrain. Fewer octaves result in an unnatural appearance. Octaves: The amount of different copies of this noise generator, each scaled down from the last by a factor of 2.Noise generators can be defined by the following parameters: 2.3.1 Major noise generation prior to Infdev 20100327.Let’s introduce a few more settings for that and clean the code a bit:įloat NoiseInputScale = 0.01 // Making this smaller will "stretch" the perlin noise terrainįloat NoiseOutputScale = 2000 // Making this bigger will scale the terrain's height We have no control over how far away the noise samples are.The noise outputs values between -1 and 1, this won’t really be visible in our game.Now this is nice, but there are a few problems with this: Loops over x and y to get noise values, adding them to the Vertices array.Initialises the vertices array with the number of points we’ll need.Calculates the number of points we’ll need to generate depending on two options ( NoiseResolution is the distance between two points, and TotalSizeToGenerate is how big you want your mesh to be).Vertices = FVector(x * NoiseResolution, y * NoiseResolution, NoiseResult) Vertices.Init(FVector(0, 0, 0), NoiseSamplesPerLine * NoiseSamplesPerLine) įor (int y = 0 y GetValue(x + 0.1, y + 0.1, 1.0) // We have to add 0.1 because the noise function doesn't work with integers The number of vertices we'll have is the number of points in our grid. Int NoiseSamplesPerLine = TotalSizeToGenerate / NoiseResolution Noise = Cast(GetOwner()->GetComponentB圜lass(UPerlinNoiseComponent::StaticClass())) UPerlinNoiseComponent* Noise // A reference to our noise component Each value in the array is an index of the vertices array that corresponds to the point being used by the triangleįor example, in our case (using pseudo-code): The triangles array is an array of ints.Each value in the array is a 3D vector that represents the position of a vertex ![]() The vertices array is an array of vectors.In code, vertices and triangles are defined as arrays: Generating the vertices and triangles in code Triangle 2 goes from 0 to 3, then 3 to 1, and then back to 0.Triangle 1 goes from 0 to 2, then 2 to 3, and then back to 0.Triangles need to be made of three vertices, and go counter-clockwise, so we can make our two triangles making up this square mesh: Our vertices go from left to right and bottom to top, so the first vertex is the bottom left one, then bottom right, then top left and top right. Let’s look at a very simple kind of mesh: A square made up of two triangles. VertexColors: Those are the colors of each vertex.UV: These are the texture coordinates between 0 and 1 for each vertex.Tangents: These are 2D vectors defining the orientation of the texture for a vertex.They are perpendicular to the triangle formed by their vertex. Normals: These are normal vectors for each vertex.Triangles: These are the triangles linking vertices together to form the surface of the mesh.Vertices: These are all the individual points making up a mesh.What a mesh isĪ mesh with the RuntimeMeshComponent is made of a few things: This component allows us to generate a mesh from a set of vertices, triangles, normals, etc. I decided to fork and update the project for newer versions of Unreal. Problem is, it was only for Unreal 4.10-4.16, and I use 4.18. RuntimeMeshComponentĪfter a bit of research, I found this RuntimeMeshComponent on the marketplace that makes it possible to generate meshes at runtime, abstracting a bit of the low level stuff. Now, the next step is to actually generate a mesh from it. In part 1, we added Perlin noise to Unreal so we can easily use it in our code/blueprints. Start with Part 1 if you haven’t read it. Liana Pigeot Published on February 14, 2018
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