Description
21/09/2021 - So I've fixed the majority of the problems I caused, it now uses perlin noise to generate the terrain. The rotating stuff is better now and generally all bits are cleaned up. It's now got 4x the detail as it had before and I can change that to whatever I want. Still got a few rendering problems with the opposite wall showing when it shouldn't do, but hey... Close enough for now! 02/08/2021 - Thought I was being clever and quadrupled the detail and Complete Broke it - No really... Absolutely destroyed it! 30/11/2020 - Added scratches to make it look less perfect 01/12/2020 - Added Gorges and fixed shadow map 08/12/2020 - Added Forests and improved Steep detection 25/01/2021 - Added options and colour palettes 28/01/2021 - Added alien colour palette Things to do: Sort out the black line that appears on a couple of the rotations Add a blanking line so the visible edges don't look like barcodes Create a custom UI so the generic sliders aren't used #art #terrain #generator #realistic #penonly #pen
Instructions
*** I recommend reading these instructions... Seriously... I know there's a lot of writing but it's pretty important stuff and you'll look like a bit of an idiot if you ask as question in the comments that's answered here... So... Ya know... Much much faster with https://turbowarp.org/450911262/fullscreen?hqpen Press the green flag and it will generate a random terrain... So once it's rendered you can drag the mouse around to rotate the scene... It's not quite right at the moment but not bad. Pressing the space bar will bring up the various options to make changes to the parameters. The method of terrain generation is perlin noise. It makes 3 passes, pass 1 is the general undulation, pass 2 are smaller less pronounced undulations and pass 3 are smaller and even less pronounced, you can think of it as hills, boulders and pebbles I guess... something like that anyway. Scratches just scratch the surface of the terrain randomly, they look quite cool. Rivers are a bit like scratches but start at a point and work their way down gouging a deeper scratch. Forest Size and Iterations are how big the forests are and how many are planted. Shrubs are just random bits of greenery. Lighting Shadow Intensity is how dark a shadow is Lighting Contrast is how intense the light/dark is Lighting shadow length is how long a shadow is, the lower the number the longer the shadow (obviously! I know!) Lighting Palette is the overall look, 1 - Verdant British Countryside 2 - Tropical with beaches and blue sea 3 - Artic, all snowy and cold 4 - Mars, red desert 5 - Alien, kinda grey and purple with green oceans I'll add more as I think of them, feel free to make suggestions below! Render All is needed if you adjust anything other than the lighting stuff at the bottom. This will create a whole new terrain. If you just change the lighting bits use render colourmap to just update the lighting and the existing terrain will be maintained. I think that's everything... Let me know what you think.
Project Details
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