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()?
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.
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.
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);
}
}