public INoise GetLandFormFct() { //REM //The various parameters value here are scaled for a gradient being feed by 0 to 1 input value. //When this gradient is configured to recevied other value range then some parameters needs to be rescaled //That's the reason for using this _groundGradientTyped.AdjustY value //This way no matter the the Gradient Range, the values impacting it will be rescaled. //Create the Lowland base fractal with range from 0 to 1 values INoise montain_shape_fractal = new FractalFbm(new Simplex(_seed), 4, 3.5, enuBaseNoiseRange.ZeroToOne); INoise montain_shape_Ajusted = new ScaleOffset(montain_shape_fractal, 0.9, -0.02); //Rescale + offset the output result ==> Wil modify the Scope of output range value //Enforce gradient to have a solid underground INoise _groundGradientAjusted = new Bias(_groundGradient, 0.55); INoise adjustedGradient = new ScaleOffset(_groundGradientAjusted, 1.4, 0); Combiner noiseCombiner = new Combiner(Combiner.CombinerType.Add); noiseCombiner.Noises.Add(montain_shape_Ajusted); noiseCombiner.Noises.Add(adjustedGradient); INoise rescaledCombinedNoise = new ScaleOffset(noiseCombiner, 0.45, 0); return(rescaledCombinedNoise); }
public INoise GetLandFormFct() { INoise AnomaliesZonesFractal = new FractalFbm(new Perlin(_seed), _octaves, _frequency, enuBaseNoiseRange.ZeroToOne); INoise AnomaliesZonesFractal_as2DNoise = new NoiseAccess(AnomaliesZonesFractal, NoiseAccess.enuDimUsage.Noise2D, true); INoise AnomaliesZonesFractal_Bias = new Gain(AnomaliesZonesFractal_as2DNoise, _bias); return(AnomaliesZonesFractal_Bias); }
public INoise GetLandFormFct() { //Create a Landscape 2D (Forced no matter the sampling realized on it). INoise islandDisk = new Sphere(_radius, 0, 0); //Perturbation on the X and Y space INoise islandDiskXPerturb = new FractalFbm(new Perlin(_seed + 3), 10, 3); INoise islandDiskYPerturb = new FractalFbm(new Perlin(_seed + 5), 10, 3); INoise islandTurbulence = new NoiseAccess(new Turbulence(islandDisk, islandDiskXPerturb, 0.0, islandDiskYPerturb), NoiseAccess.enuDimUsage.Noise2D, true); return(islandTurbulence); }
public INoise GetLandFormFct() { //Create the Lowland base fractal with range from 0 to 1 values INoise Moisture_fractal = new FractalFbm(new Simplex(_seed), _octave, _freq, enuBaseNoiseRange.ZeroToOne); INoise ClampedValue = new Clamp(Moisture_fractal, 0, 1); INoise Moisture_fractal_biased = new Gain(ClampedValue, 0.6); INoise Moisture_fractal_Offset = new ScaleOffset(Moisture_fractal_biased, 1, 0.1); INoise ClampedValue2 = new Clamp(Moisture_fractal_Offset, 0, 1); return(ClampedValue2); //INoise TempOffset = new ScaleOffset(new Voronoi2(_seed, _freq, 0.6, new ScaleOffset(new FractalFbm(new Perlin(12345), 3, 2), 0.4, 0.0)), 1.0, 1.0); // + 1 //INoise TempScale = new ScaleOffset(TempOffset, 0.5, 0.0); // / 2 //INoise ClampedValue = new Clamp(TempScale, 0, 1); //return ClampedValue; }
public INoise GetLandFormFct() { //REM //The various parameters value here are scaled for a gradient being feed by 0 to 1 input value. //When this gradient is configured to recevied other value range then some parameters needs to be rescaled //That's the reason for using this _groundGradientTyped.AdjustY value //This way no matter the the Gradient Range, the values impacting it will be rescaled. INoise shape1_fractal = new FractalRidgedMulti(new Perlin(_seed), 1, 1.2); INoise shape1_base = new Select(0, shape1_fractal, shape1_fractal, 0.75, 0.0); INoise shape2_fractal = new FractalRidgedMulti(new Perlin(_seed + 12345), 1, 1.3); INoise shape2_base = new Select(0, shape2_fractal, shape2_fractal, 0.75, 0.0); Combiner ShapeMult = new Combiner(Combiner.CombinerType.Add); ShapeMult.Noises.Add(shape1_base); ShapeMult.Noises.Add(shape2_base); INoise CacheShapeMult = new Cache <INoise>(ShapeMult); INoise rescaledShapeMult = new ScaleOffset(CacheShapeMult, 0.6, 0); INoise clamping_base = new Select(0, rescaledShapeMult, CacheShapeMult, 0.14, 0.0); INoise turbX_fractal = new FractalFbm(new Perlin(_seed + 1), 3, 3); INoise turbY_fractal = new FractalFbm(new Perlin(_seed + 2), 3, 3); INoise turbZ_fractal = new FractalFbm(new Perlin(_seed + 3), 3, 3); INoise CaveTurb = new Turbulence(clamping_base, turbX_fractal, turbY_fractal, turbZ_fractal); //INoise landscape = new Bias(_mainLandscape, 0.45); Combiner underground_Attenuated = new Combiner(Combiner.CombinerType.Multiply); underground_Attenuated.Noises.Add(CaveTurb); underground_Attenuated.Noises.Add(_mainLandscape); //Merge the Water landForm with the surface landForm INoise world_select = new Select(0.0, underground_Attenuated, _islandCtrl, 0.01, 0.0); //Merge Plains with Midland return(world_select); }
public INoise GetLandFormFct() { //REM //The various parameters value here are scaled for a gradient being feed by 0 to 1 input value. //When this gradient is configured to recevied other value range then some parameters needs to be rescaled //That's the reason for using this _groundGradientTyped.AdjustY value //This way no matter the the Gradient Range, the values impacting it will be rescaled. //Create the Lowland base fractal with range from 0 to 1 values INoise ocean_shape_fractal = new FractalFbm(new Simplex(_seed), 3, 3, enuBaseNoiseRange.ZeroToOne); //Rescale + offset the output result ==> Wil modify the Scope of output range value INoise ocean_scale = new ScaleOffset(ocean_shape_fractal, 0.20 * _groundGradientTyped.AdjustY, 0.08 * _groundGradientTyped.AdjustY); //Force the Fractal to be used as 2D Noise, I don't need to 3th dimension INoise ocean_y_scale = new NoiseAccess(ocean_scale, NoiseAccess.enuDimUsage.Noise2D, true); //Offset the ground_gradient ( = create turbulance) to the Y scale of the gradient. input value INoise ocean_terrain = new Turbulence(_groundGradient, 0, ocean_y_scale); return(ocean_terrain); }