I always have some sort of wierd symmetry in my perlin noise. This always happens and I have tried doing many solutiond
I tried offsetting my code a little, but no matter what I would do, I would always get a wierd form of symetry.
int verticesx = (cubeAmountX) + 1;
int verticesy = (cubeAmountY) + 1;
for(float x = ((chunkX) * (cubeAmountX/3)); x < verticesx + ((chunkX) * (cubeAmountX/3)); x++){
for(float y = ((chunkY) * (cubeAmountY/3)); y < verticesy + ((chunkY)* (cubeAmountY/3)); y++){
float perlinNoiseResult = Mathf.PerlinNoise((x + 0.1f) / 100 * scale + 132765, (y + 0.2f) / 100 * scale + 38789);
perlinNoiseResult *= (Mathf.PerlinNoise((x + 0.3f) / 100 * scale * (x + 0.4f) / 100 * scale + 132765, (y + 0.5f) / 100 * scale * (y + 0.6f) / 100 * scale + 38789)) / 5 + 1;
float biomeDecider = (Mathf.PerlinNoise(Mathf.Sqrt(Mathf.Abs(x + 0.7f) / 100 * scale) + 132765, Mathf.Sqrt(Mathf.Abs(y + 0.8f) / 100 * scale) + 38789));
biomeDecider = 1/(1+Mathf.Pow(2,(-16*(biomeDecider - 0.5f))));
perlinNoiseResult *= biomeDecider + 0.1f;
vertices.Add(new Vector3(x * lengthBetweenVertices, perlinNoiseResult * maxheight - 10, y * lengthBetweenVertices));
uv.Add(new Vector2(x/verticesx,y/verticesy));
for(int ix = 0;ix < detail * lengthBetweenVertices;ix++){
for(int iy = 0; iy < detail * lengthBetweenVertices;iy++){
Color color = CalculateColor(Mathf.PerlinNoise((x + ix/detail/lengthBetweenVertices)/ 100 * scale, (y + iy/detail/lengthBetweenVertices) / 100 * scale) * biomeDecider * maxheight - 10, maxheight);
texture.SetPixel((int)x * (int)detail * (int)lengthBetweenVertices + ix,(int)y * (int)detail * (int)lengthBetweenVertices + iy,color);
}
}
}
}