Hi,
Here’s some attempts of procedural terrains, and hybrid procedural and texture driven height terrains.
(Click for 5760x5760 picture)
Hi,
Here’s some attempts of procedural terrains, and hybrid procedural and texture driven height terrains.
(Click for 5760x5760 picture)
.keep that space.
Very nice! May I ask how did you transform the normal heightmap to the terraced terrain?
Hello,
I just used a simple quantization function on height values.
Thank you! Do you mind sharing a sample .blend file or some details on how to achieve that? I would like to use it in a project
Are you interested about the “terrace” and voxelisation part for the displacement modification ? I did all with OSL, but wanna try to change some stuff with node system (so GPU can be used
I’m interested in the terrace part. I’m trying to do it manually with poor results. I will take a look at OSL. Using nodes would be interesting!
Yes using OSL is interesting, but it can be used only on CPU side. That’s bad. I’m converting the OSL code to Node system right now, and it seems to work well as gpu is doing it’s job in good way, need some polishing. But i’ll give the necessary ressource after the polishing
Exactly, GG
Can you use blur with osl ?
Great! Thanks! I guess it will work with EEVEE as well
No , only if you bake the height map and then use it with a displacement modifier , adaptive displacement is not working for the moment with eevee …
Adaptive displacement don’t work with evee
I don’t know, I don’t think it’s possible
That would be wonderful! Thanks!
Something seems off with my test setup…
The base mesh is a subdivided plane with a displacement modifier
This is amazing! I’m also working on an endless Terrain. This is going to help a lot!!