Started by René, July 18, 2019, 12:15:55 pm
Quote from: Hetzen on July 25, 2019, 02:49:54 pmI made a square noise Worley/Manhatten function out of blues a few years back, it was horribly slow. It also doesn't get around the problem of diamond shapes on surfaces off x or z axis.The first part of the tree is below. I've taken out the next stage of comparison due it being HORRENDOUSLY sloowww... and just added a few triangles to the pattern.I've been playing around with another technique which works with surface normals, but don't have anything to show right now, as I'm getting lighting issues on the surfaces that don't look good.
Quote from: Hetzen on July 25, 2019, 03:04:08 pm[attachimg=1][attachimg=2]
Quote from: René on July 26, 2019, 03:30:27 amThe voronoi in Gaea seems pretty fast. Has the video been sped up, or is an image map created first? Or am I talking rubbish? That's quite possible of course. https://www.facebook.com/juan.p.mardonez/videos/pcb.392488228139464/10156634417928049/?type=3&theater&ifg=1
Quote from: Oshyan on July 26, 2019, 05:08:12 pmGaea is multithreaded, but so is Terragen. Gaea uses minimal GPU at present, according to Dax Pandhi. My impression in that video is the entire network is already pre-calculated and he is just clicking on various nodes in the network to show the terrain result at that part of the network. It is not having to recalculate these each time they are clicked, they are cached.- Oshyan
Quote from: Matt on July 27, 2019, 12:41:38 amThat's not how this works. That's not how any of this works. (Sorry, I couldn't resist.)When the render is multi-threaded, it's calculating different parts of the scene in parallel.
Quote from: Dune on July 27, 2019, 12:59:35 amMaybe a combination of masked strata and this noise can pull certain blocks straight up from a slope. Though most blocks of rock may be sloped too, like here. And this can be done with smooth voronoi combinations.
Quote from: Matt on July 27, 2019, 12:52:31 amManhattan distance could be added to the existing Voronoi functions as an option. I'll see if I can squeeze that in to an update. Unfortunately it doesn't really solve the squareness problem on slopes.