technique

Noise-based terrain mesh

Sampling 2D noise at every vertex of a triangle-strip grid and using the value as both height (z) and a colour ramp produces an interactive, orbit-able terrain-like mesh.

Also called: 2D noise heightfield mesh · procedural terrain mesh

What it is

How it works

Parameters & tuning

Where it’s been used

Variants & neighbours

Go deeper

Connected to

Variant of: Noise-based vertex displacement


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