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[RELEASED] Layered Perlin Noise for Procedural Generation

Discussion in 'Assets and Asset Store' started by Draad, Jul 4, 2019.

  1. Draad

    Draad

    Joined:
    Feb 17, 2011
    Posts:
    325
    Perlin Noise is awesome for all kind of procedural generated content. But in order to achieve good looking result, you need to apply combine multiples layers of noise.

    This package is meant to help achieve better control over theses layers and help you create the terrain that best fit your needs using a range of settings and fusion modes.

    Include a viewer that will help you preview the generated noise as height map in editor and a demo scene that will generate a world based on your settings.

    Key Features :
    - Control : generate map fitting your own taste by combining multiples layers of noise. Each layer can define a range of settings like it's fusion mode, alpha, origin, frequency, redistribution, scale, precision, ...
    - Deterministic : randomize, save and load your terrain seeds for deterministic results.
    - Independent calculation : all noise value calculation on x-y is independent from other positions.
    - Serializable : compatible with JSON

    What's Included :
    - Clean C#
    - Documentation
    - Editor script showing you generated noise as height map.
    - Demo Scene to help you getting started

    Presentation Video :

    Asset Store Link :
    https://assetstore.unity.com/packages/tools/ai/layered-noise-for-procedural-generation-149217
     
    Neviah likes this.