documentation:terrain:procedural_terraingeneration
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| documentation:terrain:procedural_terraingeneration [2010/12/22 20:14] – btrix | documentation:terrain:procedural_terraingeneration [2024/08/26 13:27] (current) – external edit 127.0.0.1 | ||
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| + | The goal is here to make a realistic looking terrain which requires very little to none interference of an artist. The terrain includes first off all the geometry of the land but I also want to include the placement of the vegetation. | ||
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| + | Making a realistic terrain we first of all need to start from something basic this is [documentation: | ||
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| + | The next stap is to smooth it out in several I'm currently working on 2 ways to do this First of all Thermal errosion this is a more general smooth function in which high placedground is being moved to lower places. | ||
| + | The second type of errosion is [[documentation: | ||
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| + | The vegetation system isn't started yet but i hope to start it soon. | ||
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| + | I just implemented a way of sharpening out the terrain by adding more vertices at the same terrain. | ||
| + | \\ | ||
| + | {{: | ||
| + | {{: | ||
| + | {{: | ||
| + | \\ | ||
| - | The purpose of Procedural TerrainGeneration is to make an infinite terrain with no artist interference. | ||
documentation/terrain/procedural_terraingeneration.1293048866.txt.gz · Last modified: 2024/08/26 13:25 (external edit)
                
                