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There are 2 system at work that let you control the shape of the terrain - the octaves and the Y-Thresholds. | There are 2 system at work that let you control the shape of the terrain - the octaves and the Y-Thresholds. | ||
== Octaves == | === Octaves === | ||
If you know perlin noise, you will know what this is, but shortly explained low octaves will give you very smooth terrain whereas high octave give you rugged/chaotic terrain. You can mix an match freely between those. Examples: | If you know perlin noise, you will know what this is, but shortly explained low octaves will give you very smooth terrain whereas high octave give you rugged/chaotic terrain. You can mix an match freely between those. Examples: | ||
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This causes the 7th octave to be only active 30% of the time, as most of it is substracted away. | This causes the 7th octave to be only active 30% of the time, as most of it is substracted away. | ||
== Y-Thresholds == | === Y-Thresholds === | ||
Image you had a side view of a mountain and you could make it wider and thinner at any given elevation. This is approximately how the y-threshold system works. terrainYKeyPositions are the relative (0=bottom, 1=top of the world) coordinates and terrainYKeyThresholds define how much Percent of terrain should be solid blocks (0 = always air, 1 = always solid), or in other words it's density. We could also make a graph of this: | Image you had a side view of a mountain and you could make it wider and thinner at any given elevation. This is approximately how the y-threshold system works. terrainYKeyPositions are the relative (0=bottom, 1=top of the world) coordinates and terrainYKeyThresholds define how much Percent of terrain should be solid blocks (0 = always air, 1 = always solid), or in other words it's density. We could also make a graph of this: |