Connecting Perlin Terrain Tiles

Hello mateys,

I have currently come up to a conundrum regarding joining up two Perlin noise - based terrain tiles calculated on the fly to form a canyon and am not sure how to proceed. The code I currently have works nicely, and produces the following result composed of two separate terrain tiles:

One can clearly see the seam between the two components, however - this I do not want. As such I have thought about it and I am considering the following options to solve this problem:

  • Use some tileable noise algorithm instead of Perlin noise through Unity - this will ensure every terrain, and terrain following, matches. I have found and tried some of these, but the noise solutions I have tried don’t seem to produce the result above;

  • Set both the connecting edges of the terrain to be at the average height between the two different heights at corresponding vertices on the edges.

While I have done research on the matter, can anyone suggest a better option/provide some insight into how meshes such as these may be joined at an edge?

(Ps - I have also used Terrain.SetNeighbors, but this doesn’t seem to have the required effect.)

Many thanks,

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