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## Generating a marching cubes terrain with perlin noise

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### #1CohoJET  Members

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Posted 27 October 2012 - 09:06 AM

Hellp there! I was making a marching cubes terrain, but i encounter a very annoying trouble, when generator was rising the "y" level is riging by 2 Screenshot, i spend almost 2 days, but no progress at all...here is the code of the the generator, perlin noise is from the Lib Noise .NET, maybe someone here can point me to the solution=(
[source lang="csharp"] private void Generate() { //Initializing the noise Random rnd = new Random(); Perlin perlin = new Perlin(); perlin.Frequency = 0.05; perlin.Lacunarity = 0.25; perlin.OctaveCount = 1; perlin.Persistence = 0.05; perlin.Seed = 5; perlin.NoiseQuality = NoiseQuality.High; //Generating the noise values for every vertex bool[, ,] vertexDensities = new bool[Size + 1, Height + 1, Size + 1]; for (float y = -0.5f; y < Height + 0.5f; y ++) for (float z = -0.5f; z < Size + 0.5f; z ++) for (float x = -0.5f; x < Size + 0.5f; x++) { float density = ((-y + 0.5f) + 0) + (float)(perlin.GetValue(x, y, z)); vertexDensities[(int)(x + 0.5f), (int)(y + 0.5f), (int)(z + 0.5f)] = density > 0; } //Writing values for each voxel for (int y = 0; y < Height; y++) for (int z = 0; z < Size; z++) for (int x = 0; x < Size; x++) { //Converting density values into binary form string density = ""; density += Convert.ToByte(vertexDensities[x + 1, y, z]); density += Convert.ToByte(vertexDensities[x + 1, y + 1, z]); density += Convert.ToByte(vertexDensities[x, y + 1, z]); density += Convert.ToByte(vertexDensities[x, y, z]); density += Convert.ToByte(vertexDensities[x + 1, y, z + 1]); density += Convert.ToByte(vertexDensities[x + 1, y + 1, z + 1]); density += Convert.ToByte(vertexDensities[x, y + 1, z + 1]); density += Convert.ToByte(vertexDensities[x, y, z + 1]); depthData[x, y, z] = Convert.ToByte(density, 2); } }[/source]

Edited by CohoJET, 27 October 2012 - 03:57 PM.

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