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.
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