Real-Time Clouds Pt 1: A Study of Noise Functions
Update: Part II of this post can be found here. Update 2: The source can be found on GitHub. Where to begin? As a previous post pointed out, I've been working my way through "Texturing and Modeling: A Procedural Approach" and it's blowing my dang mind. For instance, did you know that Scorched Earth is […]
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