So, in the past week, I have been experimenting around with math.noise
in generating terrain, first by just using it to generate smooth looking hills, which went well, then to making voxel terrain, which did not go as well.
The first code I tried out was the following:
local seed = tick() for x = 0,150 do for y = 0,150 do for z = 0,150 do local p = Instance.new("Part") p.Size = Vector3.new(5,5,5) p.CFrame = CFrame.new(100 * Vector3.new(math.noise(y/31,z/33,seed),math.noise(x/35,z/33,seed),math.noise(x/31,y/29,seed))) p.Anchored = true p.CanCollide = true p.Parent = workspace wait() end end end
There is an obvious problem with this script, and it is that it doubles over onto itself multiple times
I think the limited range of perlin noise might be at fault here (besides my own lack of expertise in this topic.)
So, I'm wondering if there is anything else I'm doing wrong, and is there other way to use 3d perlin noise for voxel terrain generation?
When I say voxel terrain, I don't mean the roblox or astroneer smooth terrain, I mean like Minecraft-esque blocky terrain
My apologies if anything in this question isn't phrased correctly, I'll try to correct it if it is found or pointed out