Not magic, just a different kind of science.
Unity
Real-Time Clouds Pt 2: The Actual Cloud Part
Update: The source can be found on GitHub. In part one of this thrilling diptych I unveiled my beautiful classic noise function on the world using many many lines of someone else’s code. Well in this post I hope to further bedazzle you by actually using that noise function– and even some of my own code. […]
MoreReal-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 […]
MoreEarthican Shader
In my previous post, I described a process for generating terrain on a spherical mesh. As the screenshot showed, the algorithm worked pretty well to give you a lumpy looking planet or asteroid. But– what if you want it to look like Earth? Green continents, blue water? You know the Earth I’m talking about. Well here’s […]
MoreSpherical Terrain Generation
Update: part 2 here. I posted a terrible demo a few weeks ago of a geosphere with some procedural mesh perturbation– then I ran off and never explained it. Then, in my last article, I finally walked through the magic behind geospheres. In this article, I refined my approach to spherical terrain generation and finally […]
MoreGeosphere: Revisited
Update: At long last, the SO answer has been found! Added a link. Lately I’ve been shrinking my goals so that I can actually reach them. I mean, I’d rather have fifty small projects that have all been completed than ten large ones that haven’t (you wouldn’t believe how many things I have 90% completed […]
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