Hiya. I have already tried quite a few methods, painstakingly adjusting various different equations. Either way I’ll keep it simple here.
I have a parallel terrain generator which creates terrain with WriteVoxels
. Each voxel is filled with this subprogram:
occupancy[x][y][z] = math.noise((x+chunk.x)*0.02,y*0.02,(z+chunk.z)*0.02)-y*0.1+1.5
material[x][y][z] = Enum.Material.Grass
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.
Thank you.
Paladin