Applying Noise on Tiles

This section covers how to add noise to the tiles.

Built In Noise

Noise can be applied to a list of tiles by using the Apply Noise method.

BlueprintsC++
// Sets up the noise applied to the tiles.
FHexaSphereNoise Noise;
Noise.bEnableNoise = true;
Noise.Frequency = 0.01f;
Noise.Amplitude = 0.01f;
Noise.Octave = 1;
Noise.Persistence = 0.5f;
Noise.Seed = FMath::Rand();
Noise.UniformOffset = 0.f;
Noise.MinValue = 0.f;
Noise.MinOffset = 0.f;
// Applies the noise to the tiles.
FHexaSphereLib::ApplyNoise(Noise, Tiles);

The resulting noise vector can be read and modified in a tile's Offset attribute.

Custom Deformation

Custom deformation can be applied to a tile.

BlueprintsC++
// Extrudes a tile by 10% of the sphere width.
Tile.Offset = Tile.CenterPoint * 0.1f; 

The following code shows how to set the offset of a specific tile to 10% of the planet radius.