currently i have a terrain generator that will check every unit for each axis, the only issue with my generation is that it makes my mountains look very dull. i’m aware that ridged noise exists i just don’t understand how it works because all the websites i’ve been to only talk about making noise ridged if you use noise like this and getting the height:
math.noise(x, z, seed)
my z axis is the seed, and i use the x, and y for the other input so my map generates natural overhangs:
math.noise(x, y, z)
i specifically use 3 loops for 3 dimensions. here’s what it currently looks like:
here’s what i want to achieve with some type of ridged noise:
here’s my code:
for x = -sizexz, sizexz do
for y = -sizey, sizey do
for z = -sizexz, sizexz do
local base = math.noise(x / 100, y / 100, z / 100) + (y / 50)
local fractal = math.noise(x / 50, y / 50, z / 50) * 0.7
if base + fractal < 0 then
blocks[Vector3.new(x, y, z)] = true
end
end
end
end