Advanced Perlin Noise is a highly customizable fractal terrain generator based upon the basic fractal noise techniques pioneered by Ken Perlin.
Perlin Noise works by layering multiple sets of blobby-looking noise patterns together. These layers are called octaves. The multiple octaves are combined together in a variety of ways to create the final result. Advanced Perlin Noise gives you total control over the types of noise used in each layer, as well as how they are combined. This allows you to create some very unique terrain shapes.
Device Parameters
Feature Size | Controls the density of features of the terrain. Feature Size roughly corresponds to the distance between major peaks or valleys. Small values produce quickly changing terrain, suitable for hills or lumps, while middle values are ideal for mountains. Large values allow continents and other shapes that are created on a massive scale. |
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Style | Change the type of fractal noise that is produced. | ||||||||||||||||||||||||||||||
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Octaves | Controls the number of layers of noise that are used to create the fractal. The default setting, (automatic), determines the precise number of octaves necessary at the current detail level automatically. Low octave values can produce a very smooth and/or simple terrain, as well as being faster to compute. | ||||||||||||||||||||||||||||||
Persistence | Controls the degree to which the strength of each layer of noise is reduced as they are layered together. Low persistence values produce very smooth terrains, whereas increasing the persistence produces more detail (and spikiness). Unlike a low octaves value, all layers of noise are still calculated when using a low persistence, so that terrain features are smoothly introduced as the value is increased. | ||||||||||||||||||||||||||||||
Elevation Center | Adjust the typical middle height of the terrain. Changing this value will produce terrain that is predominantly at lower or higher elevations | ||||||||||||||||||||||||||||||
Steepness | Adjust the steepness of the grades in the terrain. Low values produce a flatter terrain; High values a steeper one. | ||||||||||||||||||||||||||||||
Random Seed | Changing the random seed will create new terrain that looks similar to the current one. | ||||||||||||||||||||||||||||||
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