Procedural Terrains rinds from far away

So on the wiki the learn Roblox provides an example for the article scripting terrain [link: Scripting Terrain] of a walk perlin generator.
It is perfect at what it does but if you decide to stretch out the noise, you get these wrinkles/snaps/snaking LOD things

I’ve never seen this before. The inbuilt Roblox generator does not do it. I was thinking maybe fillBlock has some problems with it? Is there a different method that can save me? Maybe not even in making the map but in adding little depressions unnoticeable on the surface, that would actually force the LOD into a different and less explicit compression of the geometry? Sorry for the tangent!

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Could you possibly link this article so we have something as a reference to help you on? Thank you.

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I’ve also attempted to perform fillBall with a radius of ten in place of every fillBlock column the given system performed. This causes the same artifact to occur. I could imagine raw reading and writing of voxels might be different.