![minecraft voxel map not showing up minecraft voxel map not showing up](https://i.imgur.com/dBmscVI.jpg)
Generates a noise generator using cohrent noise (math.noise) local r = Random.new(os.time())įunction fractalNoiseGenerator(seed, amplitude, frequency, octaves, lacunarity, persistence) It's great for making more interesting terrain, with details at different scales. Here's a Module for generating fractal (or Perlin?) noise. Yes, this means you’ll use coherent noise to generate the coordinates that you sample coherent noise at. I like to “twirl” them with coherent noise. To get the overhangs you need to somehow offset the input coordinates to your heightmap function. This is probably the best way of making sure you have no floating islands that aren’t connected to the rest of the terrain while still allowing overhangs. The height map can influence the 3D “density map”. There’s no reason that you can’t use both 2D noise for a heightmap and use 3D noise to determine which cells are solid and which are air. Welp, you got me started down a really deep rabbit hole… Here’s what I found This is a great video on it, but this uses 2D octave perlin noise. What minecraft does(for general generation, not just for biomes) is use Octave Perlin noise. Some people do it different by introducing different levels in the original Y calculation of math.noise. 5 because it gives values between 0,1 (most of the time) Local biomex,biomez = math.floor(x/biomesize),math.floor(z/biomesize) Then just using if statements to determine what each biome is per noise. Not necessarily, though possible I don’t think I’ve ever seen anyone do it.īiomes, such as hilly areas, deserts, etc, are typically made by taking the x and z, determining what biome in the world grid you are, and using that in a noise function. I can get it to work so dirt spawns at a different level to grass, but that’s not really what I want I want to be able to create dirt IF there is a grass block above it already, but can’t get that to work either.There are holes in the land (seen in the pic) and I’m not sure why these are occuring.Local Noise = math.noise(x * s, z * s, Seed)īlock.CFrame = CFrame.new(x * 4, math.floor(Noise * 10) * 4, z * 4)įew things I want to point out tho that I’m struggeling to fix. Local Blocks = ReplicatedStorage:WaitForChild('Blocks') Local ReplicatedStorage = game:GetService('ReplicatedStorage')