Another quick update. I have been working on adding craters to the procedural moon. I implemented a Voronoi diagram shader in HLSL and then I tweak it with quite a few different parameters to generate conical pits that are distorted slightly with fBm noise.
I tried for quite a while to get rims around the edges of the craters, but I couldn't get it to work. I tried using a colormap to alter the Voronoi results, but I was having issues with the it. I will continue to tinker around with it because I think having rims would add quite a bit.
Interesting fact: If I add even more fBm noise to the crater distortions, it forms pretty cool canyons:
Following my adventures in various graphics projects. These mainly consist of procedural development, image processing, and physics.
Wednesday, March 18, 2009
Tuesday, March 3, 2009
That's No Moon ...
Quick update. First, I switched to more "moon-like" textures.
Then, I tweaked some of the parameters to my existing noise function.
Finally, I started messing around with sums of two different noises.
Here's a detail shot showing the "better" noise at the surface.
There's a lot more work to do!
Then, I tweaked some of the parameters to my existing noise function.
Finally, I started messing around with sums of two different noises.
Here's a detail shot showing the "better" noise at the surface.
There's a lot more work to do!
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