WorldScape Plugin
  • WorldScape Documentation
  • World Generation
    • Quick Start
    • Terrain Geometry
      • Noise Generation
    • Noise System
      • Noise Data asset
      • Apply your NoiseVolume
      • Custom Noise Class
    • HeightMap System
      • HeightMap Data
      • Apply your Heightmap with Volume
      • Apply your Planetary Heightmap
    • Hole Volume
    • Collision Invoker Volume (Beta)
    • Procedural Foliage
      • Placement contraint parameters for foliages
      • Foliage Collection
      • Foliage Cluster
      • Regular WorldScape Foliage
      • Applying your Foliage Collection
      • Foliage Layer masking
      • Foliage Volume
      • Foliage baker (Beta)
    • Terrain Material
      • Terrain Material Legacy
    • Setting up a world from scratch
    • WS Tools
      • How to get toolbar running
      • Detailed overview
      • Heightmap Editor (Beta)
        • Edit Heightmap Data (Beta)
        • Create Landscape (Beta)
        • landscape Export (beta and extras)
      • Heightmap Tools Volume (Beta)
  • FAQ
  • API Informations
  • Unreal engine 5 Setting fixes
    • Material Fix
  • Blueprint API Infomations
    • Get Ground Height
    • Get Ground Height Normalize
    • Get Ground Noise
    • Get Height
    • Get Height Normalize
    • Get Noise
  • WorldScapePlayer
    • Custom Character Gravity Legacy
  • Technical Support
  • Play to demo
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  1. World Generation

Noise System

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Last updated 2 years ago

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The Noise asset is very important for making unique looking landscapes. You can create a noise library folder to store you types of preset or custom made noise. right click in the content browser and in the WorldScape Tab you will see the noise and for this instance and call it “NoisePreset1”.

Most of the setting you see are very straight forward and do what you expect; however, we are focusing on the “WorldScapeNoise”. If you already created the “NoisePreset1” you can drag in the "World Scape Noise" slot. And when you open it.

Example Noise ScreenShots

Quick example on how noise data can be used to influence the terrains appearance
They are very straight forward. I recommend that you experiment with the setting to get a feel of what each one does.