I recently became interested in noise generation and procedural generation. I investigated several methods and eventually came upon the libnoise library (http://libnoise.sourceforge.org. It did everything I wanted, but I wasn’t sure how to integrate it with the engine. So I took the library and reprogrammed and adapted it to use Unreal types. It now works with both blueprint and C++. It contains many different methods of noise generation from perlin to voronoi. It also includes modules to add. multiply, etc to even further change the output. I wrote a class called NoiseMap that uses these generation methods, turns it into an array of values and then creates a texture. There is also some documentation that was generated to help. I hope someone gets some use out of this. Please let me know what you think and if there is something I need to change. If you have any questions post it here and Ill try and answer as soon as I can. Thanks. You can get it here: https://github.com/NovanMK2/UnrealLibNoise
I just updated the examples project with an example of the billow module. I hope to eventually have an example for each of the modules.
EDIT: I also just updated the image viewer to only show the relative settings
Ah great stuff, I was just about to embark upon the same exercise to wrap a blueprint interface around libnoise. I’ll give this a try shortly
Works a treat, thank you, saved me a ton of work! Great to be able to use the module architecture in blueprints
Found a few issues, the modules that require source modules (Select, ScaleBias etc.) don’t work because the SourceModules array isn’t populated anywhere so the SetSourceModule call goes out of bounds. I’ll send a pull request once I’ve sorted all the affected modules.
The use of the LGPL license here in UE4 is not allowed, only if is total dynamic loaded from .dll, not sure if you can do that with a direct plugin.
Also the perlin noise in the example seems to create strange lines on the top left of the images, especial visible at higher octaves
I’ m going to try it out for some material mask works and world generation
Sorry for bringing this old post back to life, but, this is just mind-blowing, it’s excruciatingly fast, way faster than any other Noise plugin I’ve seen for Unreal, thanks a lot for this!