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Injecting Noise #8
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...Do you want a CPU version of marching cubes? |
I'd seen that version of it, and have used voxeland, I liked this version
as it has all the features of a terrain generator, and it updates in the
editor constantly. As stated on the post, I'd love to be able to write a
density generator for this version of marching cubes, using FastNoise SIMD
as a source of noise, ideally using C# only, as writing a compute shader is
outside my comfort zone! The goal is to use 2 sources of cellular noise
with fractal perturbation, to create a series of large caves connected by
tunnels. I can currently do that with a custom terrain generator script in
the Unity Fast noise implementation listed above, but performance is not
ideal, and it uses a voxel renderer instead of marching cubes...
Thanks for the reply!
…On Wed, 3 Jul 2019, 06:24 Josh Miklos, ***@***.***> wrote:
...Do you want a CPU version of marching cubes?
https://github.com/Scrawk/Marching-Cubes
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This is not perhaps the correct way to ask such a question, I'm trying to use your engine for some research in immersive analytics. I've been trying to use the existing unity implementation of FastNoiseSIMD as a source of noise, as it offers multi-layered 3D cellular noise (I'm not making a minecraft clone, but I do need interconnected caves).
I've managed to use the noise library to deform the "density sphere" mesh by deforming the mesh filter on the chunk. What I would like to do is actually get it to define the initial coordinates of the vertices. What I gather is that I need a custom density generator with the specific noise source.
Do I need to use a Compute Shader similar to noisedensity and do it within that, or is there a way of determining pointbuffer id coordinates in the C# script and use a more basic density compute shader?!? I would prefere the second option, as I'm not familiar with compute shader syntax...
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