Posts Tagged "thermal erosion"

Status update on FractalTerrain: Generating complex terrain

Posted by on Aug 22, 2011 in Fractal landscapes | 0 comments

Here’s a screenshot of a demo project using the FractalTerrain library. In this example a very realistic and manifold landscape is generated by solely composing FractalTerrain-modules. This demo utilizes ridged multifractal noise, perturbation (using Perlin noise), Voronoi/Worley noise and some basic combiner modules. In addition the thermal weathering filter has been applied to the final terrain. I’ve also updated the lighting and the procedural texture blending of the terrain...

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Free high-definition skybox

Posted by on Aug 21, 2011 in Fractal landscapes, Freebies, General | 0 comments

For the latest screenshots of my FractalTerrain module I used some skybox I found some time ago. Yesterday I got a myself copy of Vue 9 (the low priced Esprit edition) and rendered a new skybox using its exceptional spectral atmosphere model. I tried to give the sky a very stylized and unique look during post-processing… And because I like the result so much, I have updated the images in my previous post (and added two additional pictures). I’m releasing the skybox under the Creative Commons Attribution 3.0 Unported License. The package contains the unaltered renderings as...

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Status update on FractalTerrain: Mountain features

Posted by on Aug 18, 2011 in Fractal landscapes | 4 comments

I’ve put a lot of effort into the FractalTerrain module in the last couple of weeks and I made good progress since the last post. Since then I’ve implemented a couple of more Noise generator modules (like a Worley noise module for example) and improved the procedural multitexturing of the terrain meshes. I’ve also added some simple water shaders and a nice-looking skysphere. Also new is a landscape module, which generates some small terrain chunks (like Blockmania does) to support the fast generation of vast landscapes using multiple cores. For the volumetric part...

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What about Blockmania!

Posted by on Jul 29, 2011 in Fractal landscapes, General, Terasology | 0 comments

I’m currently working on another project that also involves procedural terrain generation and fractal landscapes – but not on the trivial level of blocks. This time I’m developing  a complete library of noise-, filter-, simulation- and rendering-modules in C# using the XNA framework as a subcomponent for a computer-graphics-framework. The FractalTerrain module supports heightmap and voxel-based approaches utilizing the Marching Cubes algorithm and very elaborate shading and rendering techniques. I’ll keep posting footage as the project evolves. Maybe this know-how...

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