I think that if you did something like make a brick wall out of mesh blocks, in
the manner of building a wood floor, then you could "erode" the faces ad
abutting edges of all the blocks according to hardness assigned by a noise
function, and you could vary the height of the lateral strata, and govern the
shape of the protruding layer by using something like an x=pow(y, N) type
function that gets more square with higher powers (superellipsoid).
For that matter, you could even try just stacking superellipsoids to see how
Building the cliff with individual blocks would allow you to govern the size and
width of each piece, and allow indexing of any individual block. You could also
remove or fracture out the majority of an individual block.
Also, going with the heightfield thing, you could just use a base heightfield
image for the basic clock, and then perturb it with a noise function, but rotate
it on its side, and scale it be a "block".
Post a reply to this message