Is there a way I can see the noise created with the wrapper in an image so I can customize it better?
You can set pixels in a render target ( I think ), but that will be even s-l-o-w-e-r…
If you just continue with what we were doing here, but instead of changing the cube height, make them different shades of gray.
-1 = black
1 = white
You can put a material instance on all of them, and use the data2d value to set the color
I mean in the editor, I don’t want to create instanced meshes again
Like this:
They don’t have to be instanced.
I don’t think there’s a way to make a texture, you might need another product for that.
I can give you some code for setting the shade of the cubes, but that will tomorrow now, getting late here… Ah, only ue4.
PS: There is also
I don’t know if that does other things…
Don’t worry, I don’t want to stress you out more than I already did ahah I will find some way on my own, I think at the github page of the Fast Noise Gen there was an exe to make noise maps and there was a preview image, I’ll try with that. In case I need more help I will write here again. Thank you very much for your help and availability, you helped a lot!!
Yes, show me any results
Currently these are the results, I’m still searching for the best possible settings, I also thought about writing to you again, maybe you know how to adjust it better . I’d like to end up with something like this:
but since I don’t know what I’m doing it’s taking a while .
I had to modify the code even more because I couldnt use the initial loop to loop through the x,y of the noise so I created 2 for loops and then used a counter variable to use as the index to set the array value.
rdTexTools on the marketplace can create various types of noise and allows you to adjust many options:
I did think of this @RecourseDesign :), I was trying to recommend something free
yes, I’d like to keep it free for as long as possible
Yes, not quite 'land mass’y yet. I have no idea, I’m afraid, you’ll just have to keep tweaking those sliders…
Does the plugin do ‘cellular’?
I think I’ll make some more tiles sprites first, maybe that’s also why the map feels still a bit empty.
Yes that’s what I’m using.
Noise Settings:
Noise type: Cellular
Fractal Type: Billow(&)
Frequency: 0.05(I tried using lower values like 0.015 but I start getting some rhombus)
Gain: 0.9(&)
Interpolation: Quintic (&)
Octaves: 8
Fractal Lacunarity: 0.5 (&)
Cellular Jitter: 1.0 (&)
Cellular Distance Function: Natural(&)
Cellular return type: Cell Value(&)
(&) = slim to none clue of what this does
Definitely feeling a little less empty with the new taiga & water tiles. Now I will have to play a bit with the settings to see if I can make it better.
I’m trying some different noise types and this is what’s coming out:
NoiseType: Value
NoiseType: Value Fractal
NoiseType: Perlin
NoiseType: Perlin Fractal
NoiseType: Simplex
NoiseType: Simplex Fractal
NoiseType: Cellular
NoiseType: White Noise
NoiseType: Cubic
NoiseType: Cubic Fractal
I also noticed there is a sprite link on the add instance and that would be useful to remove some of the mess, but I tried making an array out of the sprites, looping through it and assigning the index and correspective sprite to a map and then using the “find” based on the value coming out of the noise array but the engine crashes every time idk why
Edit: Managed to do it without making the engine crash
Hey man, hope you are doing well, sorry to bother you again, but while scaling up the map size(im currently at 200x200 tiles size) at 1000x1000 for example I start having some issues with the map disappearing in the viewport (that dot is the actor)
and I also had another question about how to render the map in “chuncks” or at a certain distance from the player.
Thanks as always
I think we’re moving onto new questions now
I might be a good idea to post a new item.
Especially as I’m not sure of a way to easily solve either of these…