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       <dc:date>2026-06-22T04:55:05+00:00</dc:date>
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        <dc:date>2024-08-26T13:27:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Hydrolic errosion and River Creation</title>
        <link>https://wiki.thewizards.be/doku.php?id=documentation:terrain:hydrolic_errosion_and_river_creation&amp;rev=1724678848&amp;do=diff</link>
        <description>&lt;table&gt;&lt;tr&gt;&lt;th colspan=&quot;2&quot; width=&quot;50%&quot;&gt;2011/02/23 18:42&lt;/th&gt;&lt;th colspan=&quot;2&quot; width=&quot;50%&quot;&gt;current&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-blockheader&quot; colspan=&quot;2&quot;&gt;Line 47:&lt;/td&gt;
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        <dc:date>2024-08-26T13:27:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Terrain Generation</title>
        <link>https://wiki.thewizards.be/doku.php?id=documentation:terrain:procedural_terraingeneration&amp;rev=1724678848&amp;do=diff</link>
        <description>&lt;table&gt;&lt;tr&gt;&lt;th colspan=&quot;2&quot; width=&quot;50%&quot;&gt;2010/12/22 20:14&lt;/th&gt;&lt;th colspan=&quot;2&quot; width=&quot;50%&quot;&gt;current&lt;/th&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;diff-blockheader&quot; colspan=&quot;2&quot;&gt;Line 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;-&lt;/td&gt;&lt;td class=&quot;diff-deletedline&quot;&gt;======&amp;#160;&lt;strong class=&quot;diff-mark&quot;&gt;Procedural TerrainGeneration&amp;#160;&lt;/strong&gt;======&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;======&amp;#160;&lt;strong class=&quot;diff-mark&quot;&gt;Terrain Generation&amp;#160;&lt;/strong&gt;======&lt;strong class=&quot;diff-mark&quot;&gt; &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt; &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt;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. &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt; &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt;Making a realistic terrain we first of all need to start from something basic this is [documentation:terrain:procedural_terraingeneration:noise|perlin noise]]. This create a very charp and random terrain. &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt; &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt;The next stap is to smooth it out in several I&amp;#039;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. &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt;The second type of errosion is [[documentation:terrain:hydrolic_errosion_and_river_creation|Hydrolic errosion]] this moves the sediment to lower place according to water flow. This also carves out rivers which gives the terrain an even more realistic look. &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt; &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt;The vegetation system isn&amp;#039;t started yet but i hope to start it soon. &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt; &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt; &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;+&lt;/td&gt;&lt;td class=&quot;diff-addedline&quot;&gt;&lt;strong class=&quot;diff-mark&quot;&gt;\\ &lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-lineheader&quot;&gt;-&lt;/td&gt;&lt;td class=&quot;diff-deletedline&quot;&gt;The purpose of Procedural TerrainGeneration is to make an infinite terrain with no artist interference.&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
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