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Writer's pictureCade.M

Noise texturing and terrains

Updated: Sep 6, 2019

On Friday's Maths, Logic and Programming fundamental lessons, we were introduced to the Perlin noise, noise textures and terrains.


Noise textures are randomized textures but not entirely random in addition, doesn't confirm to any specific. What it means is that, whilst at the same time isn't entirely random and there are no specific rules within the formula of noise texture/map. Usually, noise textures are used on terrains. In a way, it looks like bump mapping and is a texture map in it's format. is A prime example that gets noise textures accurate and terrains is a video game called Minecraft. Having blocky textures and basic but strong noise maps and terrains.


Once Leigh showcased us a few videos. We had to do some coding for a noise map, this time around however, Leigh provided us a file for Python. From there, we looked for typos, syntax's and code functions etc.








Afterwards, we went onto Unity and Photoshop to produce our terrains. Unity is where we produced the terrain in 3D and for photoshop we produced a 2048x2048 pixels and 72 Resolution for the textures. Once we created the textures, we saved the file in Photoshop RAW. Afterwards, I dragged the folder into the assets folder via Unity.






From there, I played around with the terrain in settings on the object via Unity. If you were to put the pixel error down to 1



As for raising the pixel errors, it makes the terrain noise spikeier


After having finished the noise texturing and terrains, this is what it looked like.

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