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
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