# Resolved Perlin noise, too larger differences between points

Discussion in 'World Building' started by alexooro, Jan 19, 2023.

1. ### alexooro

Joined:
May 26, 2020
Posts:
11
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

Last edited: Feb 9, 2024
2. ### mgear

Joined:
Aug 3, 2010
Posts:
9,285
can you show that part of the code where it calculates perlin?

3. ### alexooro

Joined:
May 26, 2020
Posts:
11
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.

Last edited: Jan 19, 2023
4. ### Neto_Kokku

Joined:
Feb 15, 2018
Posts:
1,751
What values are you passing to the noise function?

5. ### alexooro

Joined:
May 26, 2020
Posts:
11
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.

6. ### RZGames_Jethro

Joined:
Jul 6, 2017
Posts:
88
Code (CSharp):
1. for (int k = 0; k < x; k++)
2. {
3.     for (int l = 0; l < z; l++)
4.     {
5.          float hi = Mathf.PerlinNoise(xStart + (float)k/ x, zStart + (float)l /z);
6.     }
7. }
where x and z are terrain width and length

7. ### alexooro

Joined:
May 26, 2020
Posts:
11
I believe the same problem would remain, thank you though.

8. ### alexooro

Joined:
May 26, 2020
Posts:
11
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

Last edited: Feb 9, 2024