# Perlin noise, too larger differences between points

Hi,

I’m trying to use Perlin noise to build a world, problem is, the values between points on the Perlin map are too big, for example, it goes from .3 to .4, between points, which is too large of a jump, is there a way to solve this?

Kind regards

can you show that part of the code where it calculates perlin?

I’m using Mathf.PerlinNoise, other code doesn’t influence the value, I’m passing in rather small values, points which should be different tend to be on the same point on the map, I just need more sample points on the map.

What values are you passing to the noise function?

Coordinates in world space, divided by a large number, like 500, so 16, 0, 16 in word space would be 0.032, which is too small for the perlin map, the next 5 coordinates are gonna get the same perlin value, which means the terrain isnt smooth.

for (int k = 0; k < x; k++)
{
for (int l = 0; l < z; l++)
{
float hi = Mathf.PerlinNoise(xStart + (float)k/ x, zStart + (float)l /z);
}
}

where x and z are terrain width and length

I believe the same problem would remain, thank you though.

Hello again,

Just wanted to thank the people who tried to help, but I’ve managed to solve the issue by layering different noise maps.

Kind regards