Mathf.PerlinNoise() a way to random seed it?

I find this function great and fast but there does not appear to be a way to set it so that it can be re-seeded with a new random noise set?

Is this a missing feature or have I missed an indirect way to re-seed Mathf.PerlinNoise()?

its not built in but you can

int newNoise = Random.Range(0,10000);

something = Mathf.PerlinNoise(x + newNoise, z + newNoise);

there are a lot of “better” noise function for free on the internet.
I use SimplexNoise usually.

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There is no need to reseed Mathf.PerlinNoise() because it is virtually endless. Just pick a new random location to get values from.

That would be seeding though, he is just looking for a way to make it so you don’t produce the same numbers every time, and that would be how you do it.

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float Perlin(float x, float y)
{
        for(x; x< ChunkSize; x++)
       {
                for(y; y < ChunkSize; y++)
                {
                        return Mathf.PerlinNoise(x,y);
                 }
         }
}

Something like that. reseed in chunks.
OORRRRR just use Input.GetKeyUp(KeyCode.E) to reseed with the E key.

void Update()
{
 if (Input.GetKeyUp(KeyCode.E)) {
  Mathf.PerlinNoise(x,y);
 }
}