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 ( Perlin Noise Material Editor - Rendering - Unreal Engine Forums ) 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:

44873-untitled2.png

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 :slight_smile:

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

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 :slight_smile: