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Il 06/11/2021 01:58, Samuel B. ha scritto:
> Hi,
>
> Here's something I was working on a while back. Zoom to 100% to see
> all the details.
>
> The height field's map was generated using a cellular automaton in
> GLSL. For a real-time demonstration, see this:
> https://www.shadertoy.com/view/ftSSDy (Your system will need to be
> able to support pixel shaders.)
>
> In order to be able to save a proper height map, the shader code was
> ported to a Windows GLSL app that supports higher bit output and
> arbitrary resolutions.
>
> To get deep shadows, a proximity pattern was generated by subtracting
> a blurred copy of the height map from the original using a function.
> The scene was rendered with basic radiosity and low aa settings.
>
> The whole idea behind this was to make height maps that are suitable
> for bedrock, and possibly crystalline surfaces.
>
> Sam
>
Really beauty, as always, Sam!
Paolo
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