public float power = 1.6f; // usually a range of 1 to 2 override public float added(RTGWorld rtgWorld, float x, float y) { float noise = rtgWorld.simplex.octave(octave).noise2((float)x / wavelength, (float)y / wavelength); if (noise < minimumSimplex) { noise = minimumSimplex; } noise = 1f - (1f - noise) / (1f - minimumSimplex); noise = TerrainBase.unsignedPower(noise, power); return(noise * height); }
override public float added(RTGWorld rtgWorld, float x, float y) { float noise = rtgWorld.simplex.octave(hillOctave).noise2(x / mountainWavelength, y / mountainWavelength); noise = Math.Abs(noise); noise = TerrainBase.blendedHillHeight(noise, 0f); //transform to be more mountainous noise = TerrainBase.unsignedPower(noise, 1.7f); noise = 1f - (1f - noise) / (1f - adjustedBottom); float spikeNoise = rtgWorld.simplex.octave(spikeOctave).noise2((float)x / spikeWavelength, (float)y / spikeWavelength); spikeNoise = Math.Abs(noise); spikeNoise = TerrainBase.blendedHillHeight(noise, 0f); spikeNoise *= noise; return(noise * mountainHeight + spikeNoise * spikeHeight); }