Perlin Noise Revisited

A while ago I came across a phenomenon called perlin noise oh which I posted some renders, however at the time, I didn’t quite understand how to properly create the mesh which resulted in some oddities in the mesh. The problem at the time was as follows. The ,model is created by firstly generating a full sized cube made up of smaller 1x1x1 unit cubes. Each cube is then passed a perlin value, depending on its location in space. Perlin noise is a unique kind of random generator because rather than assigning completely random values arbitrarily, neighbouring items are assigned similar values with much smaller fluctuations, resulting in regular cresting and troughing (high and low points) in space. (This difference is illustrated below, the right image is perlin noise)

After the perlin value is applied, cubes with a perlin value below a certain threshold are culled away. Herein lies the problem, a lot of the geometries have overlapping faces, meaning they cannot be easily combined to form one closed volume. The last time I tried to resolve this, I used a script which would cull a duplicate face, but this would only remove one of the duplicates, whereas both needed to be removed. So this time, I rewrote the script to search for both duplicates and remove them. This worked very well, and resulted in the renders below!

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