Using Perlin Noise seems to result in same material
I'm a bit toying around with UE4 to see if I can make things work in my game.
Now I recently discovered the Noise function and that it's able to use the Perlin function. But it seems to me that it always outputs the same result, which I ofc don't want. Now I found some explanation on the Noise function but it wasn't complete enough for my simple mind ( https://answers.unrealengine.com/questions/142057/perlin-noise-material-editor.html ) and if I compare it's output with mine it's completely different (even tho I think I have the same variables set)
Here's my result:
As you can see, no matter what I do with the input filter width. The result is the same of the noise.
As you can see in the properties of the noise (both are equal) I think I've put everything correct. (I did mess around with Turbulence, Levels and Scale, but no result what I'd expect)
So yeh as anyone would expect I'm trying to make a heightmap with some random generation in it and failing horribly. I also tried making the Material in C++ but I can't seem to find any proper documentation on the combination of Materials & C++ (Nor did I find the Noise class)
So if anyone could help, thanks :)
asked Jun 01 '15 at 04:10 PM in Everything Else
You will need to change the scale (think different but small numbers) of the noise nodes to get a different result without using the turbulence.
answered Jun 03 '15 at 08:40 PM
Lovecraft_K ♦♦ STAFF
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