So once again midnight creeped up and I was still busily writing code, so there's still no book review. [sigh] I need to plan better. Anyhow, I made a bit more progress. The UI now has radio buttons, because I used them when I created the form for generating terrain using fractals. Terrain and the auto-placed objects (trees) in the scene can be completely regenerated in different form at the touch of a few buttons (and a few seconds wait).
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Terrain parameters form |
As can be seen in the screenshot below, the terrains is less boring than what I showed in yesterday's post. There are now flat areas, and mountainous ones, not merely an endless mixture of gently-rounded hills and valleys.
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Heterogeneous fractional Brownian motion is varied |
But I wasn't satisfied with just that. I added some slope-based texturing. I found the boundary between rock and other textures a bit too sharp, so I tried another approach as well.
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Original slope-based texture. Note sharpness of texture change at rock boundary. |
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Transitional blending between rock texture and other textures |
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