Okay so, I think I’ve come to the conclusion that I will indeed need custom noise somehow.
Roblox’s noise:
Minecraft’s noise for Continentalness:
I’ve already tried dividing up the positions, but it really doesn’t change much. I’m not quite sure how to explain it other than that the noise width is too small, or I guess the noise frequency is too high.
Using the same values as the example I was looking at, I got this:
Where as they got this in Minecraft:
With decoration:
As you can see, their mountains are far more wide than mine are. Even dividing up the positions still doesn’t give the desired outcome. I’ve made it closer with some adjusted spline points that differ from theirs, but it just never looks quite right. Am I doing something wrong?
The most I can really get is this, but I can’t seem to made them wider without messing everything else up (added some coloring to make it a bit nicer to look at):
I guess one thing that makes this somewhat okay is that I don’t need to adjust this in that way to make a biome as that’s not how biomes are generated anymore, but it’s still annoying that I can’t seem to produce something similar to their example using the same or similar values…
Looks like I forgot to add octaves. Doing so seems to make terrain closer to what I was aiming for:
I think I need to add some slight offsets between the noise, that way it doesn’t look so uniform.
What’s a bit worrying is this is only one noise map, not even counting the rest yet.
Progress report, I changed the input (because I realized I was using part position rather than coordinates) and suddenly magic is happening and I have no idea how and the scaling is off but it’s also cool.
Actually it turns out that I had the octaves and division swapped, but it turned out quite interesting at least: