Noise.GenerateNoiseMap C# (CSharp) Method

GenerateNoiseMap() public static method

public static GenerateNoiseMap ( int mapWidth, int mapHeight, float scale ) : ].float[
mapWidth int
mapHeight int
scale float
return ].float[
	public static float[,] GenerateNoiseMap(int mapWidth, int mapHeight, float scale) {
		float[,] noiseMap = new float[mapWidth,mapHeight];

		if (scale <= 0) {
			scale = 0.0001f;
		}

		for (int y = 0; y < mapHeight; y++) {
			for (int x = 0; x < mapWidth; x++) {
				float sampleX = x / scale;
				float sampleY = y / scale;

				float perlinValue = Mathf.PerlinNoise (sampleX, sampleY);
				noiseMap [x, y] = perlinValue;
			}
		}

		return noiseMap;
	}

Same methods

Noise::GenerateNoiseMap ( int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset ) : ].float[
Noise::GenerateNoiseMap ( int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset, NormalizeMode normalizeMode ) : ].float[

Usage Example

    public void GenerateMap()
    {
        float[,] noiseMap = Noise.GenerateNoiseMap(mapWidth, mapHeight, seed, noiseScale, octaves, persistance, lacunarity, offset);

        Color[] colorMap = new Color[mapWidth * mapHeight];
        for (int y = 0; y < mapHeight; y++)
        {
            for (int x = 0; x < mapWidth; x++)
            {
                float currentHeight = noiseMap[x, y];
                for (int i = 0; i < regions.Length; i++)
                {
                    if (currentHeight <= regions[i].height)
                    {
                        colorMap[y * mapWidth + x] = regions[i].color;
                        break;
                    }
                }
            }
        }

        MapDisplayScr display = GetComponent <MapDisplayScr>();

        if (dMode == DrawMode.NoiseMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap));
        }
        else if (dMode == DrawMode.ColorMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromColorMap(colorMap, mapWidth, mapHeight));
        }
        else if (dMode == DrawMode.Mesh)
        {
            display.DrawMesh(MeshGenerator.GenerateTerrainMesh(noiseMap, meshHeightMultiplier, animationCurve), TextureGenerator.TextureFromColorMap(colorMap, mapWidth, mapHeight));
        }
    }
All Usage Examples Of Noise::GenerateNoiseMap