Reputation: 9049
I can wrap my head around using a 2D Perlin noise function to generate the height value, but I don't understand why a 3D Perlin noise function would be used.
In Notch's blog, he mentioned using a 3D Perlin noise function for the terrain generation on Minecraft. How would that be done and why would it be useful? If you are passing x
, y
, and z
values, doesn't that imply you already have the height?
Upvotes: 15
Views: 15298
Reputation: 54762
Well, Minecraft is about mines. Notch tried to solve: "How do I get holes / overhangs in my world?"
Since 2D Perlin noise generates nice/smooth looking hills, 3D Perlin noise will generate nice/smooth hills and nice holes in your 3D voxel grid.
An implementation can be found here (while that is an n-dimensional solution).
In other use cases the Z component of a 3D Perlin noise is set to the current time. This way you will get a smooth transition between different 2D Perlin noises and that can be used as groundwork for fluid textures.
Upvotes: 13
Reputation: 272517
The article says exactly why he used 3D noise:
I used a 2D Perlin noise heightmap... ...but the disadvantage of being rather dull. Specifically, there’s no way for this method to generate any overhangs.
So I switched the system over into a similar system based off 3D Perlin noise. Instead of sampling the “ground height”, I treated the noise value as the “density”, where anything lower than 0 would be air, and anything higher than or equal to 0 would be ground.
Upvotes: 44