VertexHeightNoise
The VertexHeightNoise
PQSMod is a mod that adds height noise to the terrain. This makes the terrain bumpier, though the "style" of bumps/features change with the noise type.
The noise is also additive, meaning that instead of overwriting the terrain altitude, it simply adds or subtracts from it.
{: #
Example #
PQS
{
Mods
{
VertexHeightNoise
{
deformity = 1200
frequency = 0.5
octaves = 3
persistence = 0.2
seed = 134256
noiseType = Perlin
mode = High
lacunarity = 0.7
enabled = true
order = 25
}
}
}
{: #
|Property|Format|Description|
|--------|------|-----------|
|deformity|Decimal|The deformity of the simplex terrain noise.|
|frequency|Decimal|The size of the each feature of the simplex terrain noise. As frequency gets bigger, size gets smaller.|
|octaves|Integer|The amount of blanketing over the noise. Higher octaves mean rougher noise.|
|persistence|Decimal|The complexity of or amount of detail in the noise.|
|lacunarity|Decimal|The size of the gaps that are in the noise.|
|seed|Integer|The random seed of the noise.|
|noiseType|NoiseType|The type of the specified noise.|
|mode|NoiseQuality|The quality mode of the noise.|
This may seem nice, but there are several issues with VertexHeightNoise. These include:
- Scarped terrain at the planet's poles
- A black line which appears around sea level
- Terrain disappears after going below sea level
It is recommended that you instead use one of the VertexHeightNoiseVertHeightCurve PQSMods instead.
- VertexHeightNoiseVertHeightCurve
- VertexHeightNoiseVertHeightCurve2
- VertexHeightNoiseVertHeightCurve3
If you want to replicate the effect of VHN with one of the above mods, it is relatively simple to do so.
PQS
{
Mods
{
VertexHeightNoiseVertHeightCurve2
{
// All blank fields can be whatever you want, see the VHNVHC2 page for more information on them.
deformity =
ridgedMode =
ridgedAddSeed =
ridgedAddFrequency =
ridgedAddLacunarity =
ridgedAddOctaves =
ridgedSubSeed =
ridgedSubFrequency = 0
ridgedSubLacunarity =
ridgedSubOctaves =
simplexCurve
{
key = 0 1
key = 1 0
}
simplexHeightStart =
simplexHeightEnd =
simplexSeed =
simplexOctaves =
simplexPersistence =
simplexFrequency = 0
enabled = true
order =
}
}
}