Op 06/11/2021 om 01:58 schreef Samuel B.:
> Here's something I was working on a while back. Zoom to 100% to see all the
> 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.
Impressive indeed. It /looks/ like a seamless image, is that so? Would
it be possible to introduce some random size variation in terms of
bigger chunks of rocks contrasted to smaller ones? The present
impression is of a rather uniform size, overall, which is telltale for a
non-natural origin. However, well-done indeed.
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