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fbm combine worley noise terrain (two octaves of woley in the outter layer and 6 octaves of perlin noise together with one layer of large scale worley as mask in the outermost layer.
- different noise comparision:
pure worley fbm pure perlin fbm combine of two:
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biomes based on terrain altitude and a large scale fbm perlin noise
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(extra) worley noise ocean (acheived by compositing multiple layers of worley noise in fbm style based on u_time, each of which possess different velocity and direction)
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remapping of terrain:
pow 0.2 | pow 1.0 | pow 3.0 |
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(extra) alpha blending based on depth of terrain for ocean
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(extra) cloud using multiple octaves of worley noise, alpha blending based on thikness
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(extra) sun using raycasting in camera space......
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terrain color layers based on terrain hight as well as slope angle
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(extra) simple lambert shading for terrain
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(extra) specularity and fresnel effect for ocean surface
I only wrote a few controls which doesn't cover all features I've implemented from top to bottom, they are:
- powval : the remapping degree of terrain based on pow function
- sundirx,y,z : three direction component for sun directions
- waterele : water elevation
- clouddens : coverage of clouds
- use W,A,S,D keys to move across the mountains and ocean
- use RMB to rotate camera, LMB to translate camera, MMB to zoom in and out..
- grass land, clouds and mountains from anime feature film/Howl's Moving Castle by Hayao Miyazaki