My terrain generation works brilliantly, but it has these rather undesirable ridge lines when the gradients are small.
Does anybody know how to work with Roblox’s terrain and perlin noise to settle the occupancies and create smooth cliffs? It seems all my efforts using exponential, quadratic, linear and inverse equations are in vain.
If you can spot the difference, there is now a coefficient on the occupancy expression.
I believe this has something to do with the idea behind antialiasing.
In conclusion, apply math.pow() or a *10 to the noise. I don’t understand why Roblox doesn’t provide us with a concrete demonstration of occupancy in action to tweak our own systems. There goes two weeks of my life…