本帖最后由 skyliye 于 2020-4-22 21:22 编辑 
EWG配置文件的这一段的参数的意义是什么?
http://discuss.dynamic-bytes.com/p/11-custom-terrain-using-noise-wip另外有没有EWG相关的教程?英文中文都可以(不要wiki)
http://discuss.dynamic-bytes.com/p/11-custom-terrain-using-noise-wip另外有没有EWG相关的教程?英文中文都可以(不要wiki)
EWG配置文件的这一段的参数的意义是什么?
http://discuss.dynamic-bytes.com/p/11-custom-terrain-using-noise-wip另外有没有EWG相关的教程?英文中文都可以(不要wiki)
2021.12 数据,可能有更多内容
EWG配置文件的这一段的参数的意义是什么?http://discuss.dynamic-bytes.com/p/11-custom-terrain-using-noise-wip另外有没有EWG相关的教程?英文中文都可以(不要wiki)
"customTerrain": {
"noiseLayers": [ //List of layers, or "octaves"
{//Base layer (80 blocks heigh)
"xDensity": 300.0, //Inverted frequency in the x axis. (x-cord/xDensity). Increasing this number create lower frequency which creates more mountains and higher ranges. Also, the xDensity stretches the world east and west, meaning, the higher the number is, the more it stretches east or west. Setting this to around 150-200 is your best choice.
"yDensity": 300.0,//Inverted frequency in the y axis. (z-cord/yDensity). Increasing this number create lower frequency. Take a huge note here, y and z is mixed in minecraft.Increasing this number creates lower frequency which creates higher mountains and higher ranges. The yDensity stretches the world north and south, meaning the higher the number is, the more it stretches north and south. Keeping this at the SAME NUMBER OF your xDensity is best.
"multiplier": {//The noise is a value from -1 to 1, we need to make it a value that fits our terrain. We already have a baseHeight defined in the setting files, often around 60.
"baseMultiplier": 80.0, //Makes the layer peak at y level = 80. Gives the average base height of the terrain. given a base height at 60 the peak height will be 140. It's best for this number to be around 60-70
"biomeModifier": 0.0, //Percentage of how much the layer should care about the biome given in a scale where 1 = 100%, more than 100% is allowed. This means if it is set to 1, the layer height will return 0 in the edges of the biome. NOT REQUIRED TO BE TOUCHED.
"riverModifier": 0.0,//Percentage of how much the layer should care about the rivers given in a scale where 1 = 100%, more than 100% is allowed. This means if it is set to 1, the layer height will return 0 near the rivers in the biome. NOT REQUIRED TO BE TOUCHED.
"baseModifiers": [ //Might be a direction modifier. In this example, it will make the waves lower when they are negative using a multiplier. NOT REQUIRED TO BE TOUCHED.
{
"referenceLayer": -1,//The layer height the start and stop refer to. In this case, the total layer height. Best to refer to -1.
"start": 1.0E-9, //When it should start fading to a value
"stop": 0.0, ///When it should stop
"finalCoefficient": 0.2857143 //Final multiplier. In this case, 1/3.5
}
]//Adding multiple modifiers can modify the wave in the directions you want, if you add a value higher than 1
}
},
{//Detail layer. These layers are added in order to make your custom terrain more believable and playable. You can add ass many layers as you would like, but there are 3 here as templates. Make sure you change everything and to make sure that each one of these is changed to a different setting. You will have to play with all these settings in order to find a biome that's the perfect match for you, and your players.(5 blocks heigh)
"xDensity": 20.0,
"yDensity": 20.0,
"multiplier": {
"baseMultiplier": 5.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.2
}
]
}
},
{//Detail layer (3 blocks heigh)
"xDensity": 12.0,
"yDensity": 12.0,
"multiplier": {
"baseMultiplier": 3.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.2
}
]
}
},
{//Detail layer (1.5 blocks heigh)
"xDensity": 5.0,
"yDensity": 5.0,
"multiplier": {
"baseMultiplier": 1.5,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.1
}
]
}
}
]
},
"noiseLayers": [ //List of layers, or "octaves"
{//Base layer (80 blocks heigh)
"xDensity": 300.0, //Inverted frequency in the x axis. (x-cord/xDensity). Increasing this number create lower frequency which creates more mountains and higher ranges. Also, the xDensity stretches the world east and west, meaning, the higher the number is, the more it stretches east or west. Setting this to around 150-200 is your best choice.
"yDensity": 300.0,//Inverted frequency in the y axis. (z-cord/yDensity). Increasing this number create lower frequency. Take a huge note here, y and z is mixed in minecraft.Increasing this number creates lower frequency which creates higher mountains and higher ranges. The yDensity stretches the world north and south, meaning the higher the number is, the more it stretches north and south. Keeping this at the SAME NUMBER OF your xDensity is best.
"multiplier": {//The noise is a value from -1 to 1, we need to make it a value that fits our terrain. We already have a baseHeight defined in the setting files, often around 60.
"baseMultiplier": 80.0, //Makes the layer peak at y level = 80. Gives the average base height of the terrain. given a base height at 60 the peak height will be 140. It's best for this number to be around 60-70
"biomeModifier": 0.0, //Percentage of how much the layer should care about the biome given in a scale where 1 = 100%, more than 100% is allowed. This means if it is set to 1, the layer height will return 0 in the edges of the biome. NOT REQUIRED TO BE TOUCHED.
"riverModifier": 0.0,//Percentage of how much the layer should care about the rivers given in a scale where 1 = 100%, more than 100% is allowed. This means if it is set to 1, the layer height will return 0 near the rivers in the biome. NOT REQUIRED TO BE TOUCHED.
"baseModifiers": [ //Might be a direction modifier. In this example, it will make the waves lower when they are negative using a multiplier. NOT REQUIRED TO BE TOUCHED.
{
"referenceLayer": -1,//The layer height the start and stop refer to. In this case, the total layer height. Best to refer to -1.
"start": 1.0E-9, //When it should start fading to a value
"stop": 0.0, ///When it should stop
"finalCoefficient": 0.2857143 //Final multiplier. In this case, 1/3.5
}
]//Adding multiple modifiers can modify the wave in the directions you want, if you add a value higher than 1
}
},
{//Detail layer. These layers are added in order to make your custom terrain more believable and playable. You can add ass many layers as you would like, but there are 3 here as templates. Make sure you change everything and to make sure that each one of these is changed to a different setting. You will have to play with all these settings in order to find a biome that's the perfect match for you, and your players.(5 blocks heigh)
"xDensity": 20.0,
"yDensity": 20.0,
"multiplier": {
"baseMultiplier": 5.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.2
}
]
}
},
{//Detail layer (3 blocks heigh)
"xDensity": 12.0,
"yDensity": 12.0,
"multiplier": {
"baseMultiplier": 3.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.2
}
]
}
},
{//Detail layer (1.5 blocks heigh)
"xDensity": 5.0,
"yDensity": 5.0,
"multiplier": {
"baseMultiplier": 1.5,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.1
}
]
}
}
]
},
 本帖最后由 ★遨游の星空★ 于 2020-4-16 18:28 编辑 
先参考这个网页了解噪声波形的参数的直观展示:https://www.redblobgames.com/maps/terrain-from-noise/
基本名词普及:
Noise,噪声,地形的高低由随机产生噪声图的灰度来决定,产生随机的地形
Octaves,八度,意指地形的复杂层次,多个不同噪声层次叠加产生更复杂八度的噪声图像
Frequency,频率,指噪声图形的密集程度
Redistribution,重分配,意为对已有的噪声图进行指数修正,修正高度差对比度
"customTerrain": { "noiseLayers": [ //噪声波形层次列表
{//基本层 (80方块高)
"xDensity": 300.0, //x轴密度,即x轴上频率的倒数。增加这个数字会产生更低的频率,从而产生更多更广阔的山脉。此外,增加x轴密度会使世界向东和向西延伸,也就是说,数字越高,世界就越向东或向西延伸。最好的选择把这个设定在150-200左右。
"yDensity": 300.0,//x轴密度,即y轴上的频率的倒数。增加这个数字会产生较低的频率。请注意,y轴在数学中的概念和z轴在minecraft中的概念是相同的。增加这个数字会产生更低的频率,从而产生更多更广阔的山脉。y轴密度使得世界向南北延伸,这意味着数字越高,它就越向南北延伸。最好的保持这个数字和x轴密度一致
。
"multiplier": {//乘数系数,噪声是一个从-1到1的值,现在我们需要修改一些参数乘数,使它生成更为合适的地形。我们已经在设置文件中定义了基础高度,通常在60左右
"baseMultiplier": 80.0, //基本系数,使该噪声层的峰值增量为80。先给出地形的平均基础高度。如果基础高度为60,则峰值高度为140。这个数字最好在60-70左右
"biomeModifier": 0.0, //生态群系修正,这是生物群落对该层影响的百分比,数值1相当于100%的概率,大于100%的概率是允许的。这意味着如果设置为1,则在此生物群落边缘的层高度将变回0。非必要无需修改。
"riverModifier": 0.0,//河流修正,这是河流对该层影响的百分比,数值1相当于100%的概率,大于100%的概率是允许的。这意味着如果设置为1,则在河流附近的层高度将变回0。非必要无需修改。
"baseModifiers": [ //这是方向修正。在本例中,当噪声波形为负时,它将使用乘数使波形变缓。非必要无需修改
{
"referenceLayer": -1,//修正开始和终止所参照的层高度。在本例中,为总层高,则最好参照高度为-1
"start": 1.0E-9, //应该什么时候开始淡入某个值
"stop": 0.0, ///应该什么时候停止
"finalCoefficient": 0.2857143 //最终乘数系数。在这种例子中,数值为1/3.5
}
]//添加多个修正器变量可以按自己所需修改噪声波形
}
},
{//以下为更多的细节层。添加这些层是为了使您的自定义地形更加真实可玩。你可以随意添加很多层,这里有3个模板。确保您更改了所有内容,并确保每个设置都更改为不同的设置。为了找到一个最适合你和你的玩家的生物群落,你必须使用所有这么多个细节层设置
"xDensity": 20.0,
"yDensity": 20.0,
"multiplier": {
"baseMultiplier": 5.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.2
}
]
}
},
{//Detail layer (3 blocks heigh)
"xDensity": 12.0,
"yDensity": 12.0,
"multiplier": {
"baseMultiplier": 3.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.2
}
]
}
},
{//Detail layer (1.5 blocks heigh)
"xDensity": 5.0,
"yDensity": 5.0,
"multiplier": {
"baseMultiplier": 1.5,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.1
}
]
}
}
]
},
先参考这个网页了解噪声波形的参数的直观展示:https://www.redblobgames.com/maps/terrain-from-noise/
基本名词普及:
Noise,噪声,地形的高低由随机产生噪声图的灰度来决定,产生随机的地形
Octaves,八度,意指地形的复杂层次,多个不同噪声层次叠加产生更复杂八度的噪声图像
Frequency,频率,指噪声图形的密集程度
Redistribution,重分配,意为对已有的噪声图进行指数修正,修正高度差对比度
"customTerrain": { "noiseLayers": [ //噪声波形层次列表
{//基本层 (80方块高)
"xDensity": 300.0, //x轴密度,即x轴上频率的倒数。增加这个数字会产生更低的频率,从而产生更多更广阔的山脉。此外,增加x轴密度会使世界向东和向西延伸,也就是说,数字越高,世界就越向东或向西延伸。最好的选择把这个设定在150-200左右。
"yDensity": 300.0,//x轴密度,即y轴上的频率的倒数。增加这个数字会产生较低的频率。请注意,y轴在数学中的概念和z轴在minecraft中的概念是相同的。增加这个数字会产生更低的频率,从而产生更多更广阔的山脉。y轴密度使得世界向南北延伸,这意味着数字越高,它就越向南北延伸。最好的保持这个数字和x轴密度一致
。
"multiplier": {//乘数系数,噪声是一个从-1到1的值,现在我们需要修改一些参数乘数,使它生成更为合适的地形。我们已经在设置文件中定义了基础高度,通常在60左右
"baseMultiplier": 80.0, //基本系数,使该噪声层的峰值增量为80。先给出地形的平均基础高度。如果基础高度为60,则峰值高度为140。这个数字最好在60-70左右
"biomeModifier": 0.0, //生态群系修正,这是生物群落对该层影响的百分比,数值1相当于100%的概率,大于100%的概率是允许的。这意味着如果设置为1,则在此生物群落边缘的层高度将变回0。非必要无需修改。
"riverModifier": 0.0,//河流修正,这是河流对该层影响的百分比,数值1相当于100%的概率,大于100%的概率是允许的。这意味着如果设置为1,则在河流附近的层高度将变回0。非必要无需修改。
"baseModifiers": [ //这是方向修正。在本例中,当噪声波形为负时,它将使用乘数使波形变缓。非必要无需修改
{
"referenceLayer": -1,//修正开始和终止所参照的层高度。在本例中,为总层高,则最好参照高度为-1
"start": 1.0E-9, //应该什么时候开始淡入某个值
"stop": 0.0, ///应该什么时候停止
"finalCoefficient": 0.2857143 //最终乘数系数。在这种例子中,数值为1/3.5
}
]//添加多个修正器变量可以按自己所需修改噪声波形
}
},
{//以下为更多的细节层。添加这些层是为了使您的自定义地形更加真实可玩。你可以随意添加很多层,这里有3个模板。确保您更改了所有内容,并确保每个设置都更改为不同的设置。为了找到一个最适合你和你的玩家的生物群落,你必须使用所有这么多个细节层设置
"xDensity": 20.0,
"yDensity": 20.0,
"multiplier": {
"baseMultiplier": 5.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.2
}
]
}
},
{//Detail layer (3 blocks heigh)
"xDensity": 12.0,
"yDensity": 12.0,
"multiplier": {
"baseMultiplier": 3.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.2
}
]
}
},
{//Detail layer (1.5 blocks heigh)
"xDensity": 5.0,
"yDensity": 5.0,
"multiplier": {
"baseMultiplier": 1.5,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 35.0,
"stop": 0.0,
"finalCoefficient": 0.1
}
]
}
}
]
},
★遨游の星空★ 发表于 2020-4-16 18:25
先参考这个网页了解噪声波形的参数的直观展示:https://www.redblobgames.com/maps/terrain-from-noise/
...
"start": 1.0E-9, //应该什么时候开始淡入某个值
"stop": 0.0, ///应该什么时候停止
这2个值没有特别清楚
start里面的开始指的是什么开始?
同上stop是停止什么?
我根据你的翻译,猜测是开始变缓负波,所以这两个值指的是高度吗?
如果是高度的话是总高度还是该层的高度?
★遨游の星空★ 发表于 2020-4-16 18:25
先参考这个网页了解噪声波形的参数的直观展示:https://www.redblobgames.com/maps/terrain-from-noise/
...
如果可以的话是不是可以举一些例子呢?
"customTerrain": {
"noiseLayers": [
{
"xDensity": 100.0,
"yDensity": 100.0,
"multiplier": {
"baseMultiplier": 100.0,
"biomeModifier": 0.0,
"riverModifier": 0.0,
"baseModifiers": [
{
"referenceLayer": -1,
"start": 25.0,
"stop": 20.0,
"finalCoefficient": 0
},
{
"referenceLayer": -1,
"start": 20.0,
"stop": 10.0,
"finalCoefficient": 1
},
{
"referenceLayer": -1,
"start": 10.0,
"stop": 0.0,
"finalCoefficient": 0
}
]
}
}
]
},
这是我的配置以及该配置生成的地形,y轴高度已经标注
baseHeight: 67
没有发现规律
Mo_Tang 发表于 2020-4-16 20:56
这是我的配置以及该配置生成的地形,y轴高度已经标注
baseHeight: 67
没有发现规律
因为你的三个修正器的乘数系数都是0或1,所以当产生的波形小于基础高度时会强行削平到基础高度