Examples

How to use the examples

In order to try Isara's examples, please follow these steps:

2D noises examples

The folder ModuleExamples/2DGenerators contains static 2D examples.

The purpose of these blueprints is to create a 2D representation of these noises. We use a hierarchical instanced static mesh spawned on a 20x20 grid. Each static mesh has a height depending on noise value at this point. Thus, you can have a quick representation of modules outputs.

The folder ModuleExamples/2DMovements contains movables 2D examples. These examples are animated by using the Shifter modifier to displace the noise.

Your own 2D custom noise

In order to use a different generation module, simply duplicate a blueprint available in 2DGenerators folder. Then edit the blueprint and replace the input pin Generation Module of the Create Instance function by your own generation module. 

Example: use the Shifter modifier to center Spheres modifier.

 3D noises examples

The folder ModuleExamples/3DGenerators contains static 3D examples.

The purpose of these blueprints is to create a 3D representation of these noises. We use a hierarchical instanced static mesh spawned on a 20x20x20 grid. Each static mesh has a visibility depending on noise value at this point. Thus, you can have a quick representation of modules outputs using Voxels.

Your own 3D custom noise

In order to use a different generation module, simply duplicate a blueprint available in 3DGenerators folder. Then edit the blueprint and replace the input pin Generation Module of the Create Instance function by your own generation module.  

Procedural meshes examples

The folder ModuleExamples/ProceduralMesh contains procedural meshes examples.

The purpose of these blueprints is to create a mesh with noises.  We use the UE procedural mesh component: the plane noise map of the generation module is used to create a mesh section. Thus, each vertice has an height depending on noise value at this point. 

These meshes can be used as terrain with a runtime generation.




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Billow added to Spheres

The Voronoi noise is a good base to create a landscape. It can shape hills, plains and mountains easily.

The blueprint MovingPerlin is a moving procedural mesh. The noise is moved using a shifter modifier each X milliseconds. The result is a moving procedural mesh.