Sample Function: Perlin Noise in 3D

Here we use pyvista.core.imaging.sample_function() to sample perlin noise over a region to generate random terrain.

Video games like Minecraft use Perlin noise to create terrain. Here, we create a voxelized mesh similar to a Minecraft “cave”.

import pyvista as pv

Generate Perlin Noise over a 3D StructuredGrid

Feel free to change the values of freq to change the shape of the “caves”. For example, lowering the frequency will make the caves larger and more expansive, while a higher frequency in any direction will make the caves appear more “vein-like” and less open.

Change the threshold to reduce or increase the percent of the terrain that is open or closed

freq = (1, 1, 1)
noise = pv.perlin_noise(1, freq, (0, 0, 0))
grid = pv.sample_function(noise, [0, 3.0, -0, 1.0, 0, 1.0], dim=(120, 40, 40))
out = grid.threshold(0.02)
HeaderData Arrays
N Cells109863
N Points121638
X Bounds0.000e+00, 3.000e+00
Y Bounds0.000e+00, 1.000e+00
Z Bounds0.000e+00, 1.000e+00
N Arrays1
NameFieldTypeN CompMinMax

color limits without blue

mn, mx = [out['scalars'].min(), out['scalars'].max()]
clim = (mn, mx*1.8)

out.plot(cmap='gist_earth_r', background='white',
         show_scalar_bar=False, lighting=True, clim=clim,
sampling functions 3d


[(5.199214280684376, 4.199214280684376, 4.199214280684376),
 (1.5, 0.5, 0.5),
 (0.0, 0.0, 1.0)]

Total running time of the script: ( 0 minutes 1.130 seconds)

Gallery generated by Sphinx-Gallery