I’ve been trying to adapt the Fractal Texture / Perlin noise scripts (from the Procedural Content examples) to work with a sphere.
The challenge is, of course, to eliminate the seam since the resulting texture is not tileable. Has anyone tried something like this… successfully?
many thanks,
-Paul
This site gives you a method to fix tiles in proc textures, hopefully it is useful.
http://www.ericchadwick.com/examples/tiling_an_animated_texture.html
-Jeremy
Thanks Jeremy.
I was wondering if anyone had managed to create a perlin / fractal algorithm that tiled without masking?
Or, has anyone developed a successful procedural masking example for tiling textures in Unity?
-Paul
Hi Paul …
I’m curious how did you go with the Perlin noise fractal algorithm quest??
What solution did you end up using?
The bit at the bottom of this page looks fairly straightforward.