Original Post
Hey everyone!
First of all, hope this is in the right place
I've been fighting with this for a long time now, and I think I've come to the point where I've stared myself blind on the problem.
Here's hoping one of you can help me
Here's the thing; I've made a minecraft-type world, divided into chunks of each 32x32x128 blocks. I've got a perlin noise generator creating the heightmaps so that they'd (hopefully) be seamless.
I've come close, but there are some minor issues I just can't iron out.
As a picture says a thousand words, I'll attach a screenshot where I've highlighted the seams with a red line to highlight my problem.

Now as you can see in the image above, there are some quite steep (and not very seamless) seams...
I'm completely at a loss as to how I'm going to remedy this.
Any pointers?
Thanks in advance,
Req
Edit:
Whoops, might be an idea if I included the code
Function call to generate and store noise:
[source lang="csharp"]
private void AddPerlinNoise(float f, float o)
{
for (int i = 0; i < Width; ++i)
{
for (int j = 0; j < Height; ++j)
{
Heights[i, j] += o + PerlinNoiseGenerator.Noise(f * (i + Index.X * Width) / (float)Width, f * (j + Index.Z * Height) / (float)Height, 0);
}
}
}
[/source]
PerlinNoise class functions:
[source lang="csharp"]
public static float Noise(float x, float y, float z)
{
int ix = (int)Math.Floor(x);
float fx0 = x - ix;
float fx1 = fx0 - 1;
float wx = Smooth(fx0);
int iy = (int)Math.Floor(y);
float fy0 = y - iy;
float fy1 = fy0 - 1;
float wy = Smooth(fy0);
int iz = (int)Math.Floor(z);
float fz0 = z - iz;
float fz1 = fz0 - 1;
float wz = Smooth(fz0);
float vx0 = Lattice(ix, iy, iz, fx0, fy0, fz0);
float vx1 = Lattice(ix + 1, iy, iz, fx1, fy0, fz0);
float vy0 = Lerp(wx, vx0, vx1);
vx0 = Lattice(ix, iy + 1, iz, fx0, fy1, fz0);
vx1 = Lattice(ix + 1, iy + 1, iz, fx1, fy1, fz0);
float vy1 = Lerp(wx, vx0, vx1);
float vz0 = Lerp(wy, vy0, vy1);
vx0 = Lattice(ix, iy, iz + 1, fx0, fy0, fz1);
vx1 = Lattice(ix + 1, iy, iz + 1, fx1, fy0, fz1);
vy0 = Lerp(wx, vx0, vx1);
vx0 = Lattice(ix, iy + 1, iz + 1, fx0, fy1, fz1);
vx1 = Lattice(ix + 1, iy + 1, iz + 1, fx1, fy1, fz1);
vy1 = Lerp(wx, vx0, vx1);
float vz1 = Lerp(wy, vy0, vy1);
return Lerp(wz, vz0, vz1);
}
private static float Lattice(int ix, int iy, int iz, float fx, float fy, float fz)
{
int index = Index(ix, iy, iz);
int g = index * 3;
return Gradients[g] * fx + Gradients[g + 1] * fy + Gradients[g + 2] * fz;
}
private static float Lerp(float t, float value0, float value1)
{
return value0 + t * (value1 - value0);
}
private static float Smooth(float x)
{
return x * x * (3 - 2 * x);
}
[/source]
First of all, hope this is in the right place
I've been fighting with this for a long time now, and I think I've come to the point where I've stared myself blind on the problem.
Here's hoping one of you can help me
Here's the thing; I've made a minecraft-type world, divided into chunks of each 32x32x128 blocks. I've got a perlin noise generator creating the heightmaps so that they'd (hopefully) be seamless.
I've come close, but there are some minor issues I just can't iron out.
As a picture says a thousand words, I'll attach a screenshot where I've highlighted the seams with a red line to highlight my problem.

Now as you can see in the image above, there are some quite steep (and not very seamless) seams...
I'm completely at a loss as to how I'm going to remedy this.
Any pointers?
Thanks in advance,
Req
Edit:
Whoops, might be an idea if I included the code
Function call to generate and store noise:
[source lang="csharp"]
private void AddPerlinNoise(float f, float o)
{
for (int i = 0; i < Width; ++i)
{
for (int j = 0; j < Height; ++j)
{
Heights[i, j] += o + PerlinNoiseGenerator.Noise(f * (i + Index.X * Width) / (float)Width, f * (j + Index.Z * Height) / (float)Height, 0);
}
}
}
[/source]
PerlinNoise class functions:
[source lang="csharp"]
public static float Noise(float x, float y, float z)
{
int ix = (int)Math.Floor(x);
float fx0 = x - ix;
float fx1 = fx0 - 1;
float wx = Smooth(fx0);
int iy = (int)Math.Floor(y);
float fy0 = y - iy;
float fy1 = fy0 - 1;
float wy = Smooth(fy0);
int iz = (int)Math.Floor(z);
float fz0 = z - iz;
float fz1 = fz0 - 1;
float wz = Smooth(fz0);
float vx0 = Lattice(ix, iy, iz, fx0, fy0, fz0);
float vx1 = Lattice(ix + 1, iy, iz, fx1, fy0, fz0);
float vy0 = Lerp(wx, vx0, vx1);
vx0 = Lattice(ix, iy + 1, iz, fx0, fy1, fz0);
vx1 = Lattice(ix + 1, iy + 1, iz, fx1, fy1, fz0);
float vy1 = Lerp(wx, vx0, vx1);
float vz0 = Lerp(wy, vy0, vy1);
vx0 = Lattice(ix, iy, iz + 1, fx0, fy0, fz1);
vx1 = Lattice(ix + 1, iy, iz + 1, fx1, fy0, fz1);
vy0 = Lerp(wx, vx0, vx1);
vx0 = Lattice(ix, iy + 1, iz + 1, fx0, fy1, fz1);
vx1 = Lattice(ix + 1, iy + 1, iz + 1, fx1, fy1, fz1);
vy1 = Lerp(wx, vx0, vx1);
float vz1 = Lerp(wy, vy0, vy1);
return Lerp(wz, vz0, vz1);
}
private static float Lattice(int ix, int iy, int iz, float fx, float fy, float fz)
{
int index = Index(ix, iy, iz);
int g = index * 3;
return Gradients[g] * fx + Gradients[g + 1] * fy + Gradients[g + 2] * fz;
}
private static float Lerp(float t, float value0, float value1)
{
return value0 + t * (value1 - value0);
}
private static float Smooth(float x)
{
return x * x * (3 - 2 * x);
}
[/source]