Hello all, long time no post!! (You can tell I'm not using my xbox any more! lol)
I have a problem that perhaps you, the good people of the internet can help with.
I'm trying (yet again) to create a random procedural environment, and am having some issues in creating as realistic water features as I can. (Rivers in particular.)
I'm currently using
THIS perlin noise plugin to create my heightmaps. I've tried picking a color in the heightmap, and setting the alpha fading to 0 for a set distance above and below this color, which creates the following kind of rings..
With the terrain scale I'm planning on using, this may work, but I think it looks quite poor. What I'd like however, is more of a ridged noise function, which will create a noise cloud like the following...
Can anyone offer any help on either using the perlin noise plugin to create ridged noise, or help creating a ridged noise function.
http://www.gamedev.net/topic/646350-perlin-noise-for-rivers/ has the following post detailing how to create this kind of function, but I confess that I don't understand it too well.
Quote: "Ridged noise is built almost exactly the same as standard fBm noise, the only difference being that you take (1.0 - abs(val)) for each octave value before summing the octaves together. This creates "ridges" where the value of an octave crosses the 0 line."
This hints that I should be able to use the existing Perlin Noise plugin to create this kind of effect, but my maths is poor and I can't figure it out myself.
Can anyone offer assistance??