Seeded perlin noise

Hi all,

I am using the perlin noise class from the procedural unity demo to generate a perlin noise texture. I would like to be able to generate the same exact same texture whenever i want using a seed, but i am not sure how to go about doing this. I am thinking that i need to change the existing perlin noise classes from the example to include a new constructor that accepts a seed, does this sound like the right track to take?

I haven’t looked at that code, but I assume that code uses Unity’s Random class, yes? Assuming that the Perlin noise generator code doesn’t set Random.seed itself, then you wouldn’t need to modify anything. All you need to do in that case is set Random.seed to your chosen integer seed prior to calling the noise generator.

Perlin.cs seems to have these kind of lines,

System.Random rnd = new System.Random();