"Samuel B." <stb### [at] hotmailcom> wrote:
> 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 as usual Sam,
First I thought you used a povray pigment for an isosurface,
so I decided to replicate it with crackle solid form z
offset 5 metric 100000 (averaged, scaled and turbulated of
course), but I didn't get it up to now...
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