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Using Perlin Noise seems to result in same material

Hi there,

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: alt text

alt text

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 :)

Product Version: UE 4.7
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asked Jun 01 '15 at 04:10 PM in Everything Else

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Hi -

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.

Thank You

Eric Ketchum

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answered Jun 03 '15 at 08:40 PM

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Lovecraft_K ♦♦ STAFF
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avatar image djmulder Jun 03 '15 at 11:42 PM

hmm that part makes sense.. but then I can't seem to really add a RNG to it as I can't seem to set it externally (at least not in the editor). What's the use of turbulence in this case?

Also it seems that changing the scale gives the same result .. just in a different scale.. so the same values just at a different location. I thought Perlin had some random in it?

thanks for helping btw :)

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