Terrain Processor: Heightmap: Perlin Noise: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
m (Text replacement - " *\|= " to " ")
Line 1: Line 1:
[[Category:Terrain Processor Manual|Heightmap]]
[[Category:Terrain Processor Manual|Heightmap]]
{{TerrainProcessorManual|Heightmap: Perlin Noise|BITasksPlugin.dll|Polygon, PolygonM, PolygonZ|Yes|=
{{TerrainProcessorManual|Heightmap: Perlin Noise|BITasksPlugin.dll|Polygon, PolygonM, PolygonZ|Yes
|DESCRIPTION=Algorithm adds perlin noise in terrain heightmap. It uses Shapefile as mask polygons. [https://en.wikipedia.org/wiki/Perlin_noise Perlin noise on Wikipedia].
|DESCRIPTION=Algorithm adds perlin noise in terrain heightmap. It uses Shapefile as mask polygons. [https://en.wikipedia.org/wiki/Perlin_noise Perlin noise on Wikipedia].
|TASKPARAMETERS=
|TASKPARAMETERS=

Revision as of 21:14, 17 January 2021

Task details

Task name : Heightmap: Perlin Noise

Dll plugin name : BITasksPlugin.dll

Geometry type : Polygon, PolygonM, PolygonZ

Heightmap : Yes


Description

Algorithm adds perlin noise in terrain heightmap. It uses Shapefile as mask polygons. Perlin noise on Wikipedia.

Task parameters

  • Amplitude - Maximal +- height added to terrain heightmap.
  • Scale - Perlin noise mapping scale.


Usage

Good to for creating some terrain corrugation within a particular area, e.g. more rugged terrain in a forest offering some additional cover to infantry. Gentle noise adds natural feel to meadows or brownfield.

Algorithm

  1. Load heightmap
  2. For each shapefile polygon
    1. For each heightmap point in polygon
      1. Get Perlin noise value and add it to height in heightmap