[PIGMI] procedural planets...
Dan Venkitachalam
dan at expandingbrain.com
Tue Feb 1 01:25:38 PST 2011
My friend wrote up his approach with great explanations in a blog series
here:
http://acko.net/blog/making-planets
He released his code on github too.
<http://acko.net/blog/making-worlds-4-the-devils-in-the-details>Dan.
On Tue, Feb 1, 2011 at 12:50 AM, Simon Wittber <simonwittber at gmail.com>wrote:
> I think I've worked it out. I need to create a "volumetric" texture,
> ie a Cubemap. Then use that in a pixel shader. Will post results when
> done.
>
>
> :: Simon Wittber
> :: skype: simonwittber
> :: phone: +61.4.0135.0685
> :: jabber/msn: simonwittber at gmail.com
>
>
>
> On Tue, Feb 1, 2011 at 4:38 PM, Michael B <michael.sg at gmail.com> wrote:
> > I haven't done anything like this before but does the UV map stretch out
> the
> > texture evenly across the surface? If so can you see where the textures
> line
> > up and modify the texture image?
> >
> > Michael
> >
> > On 1 February 2011 16:26, Simon Wittber <simonwittber at gmail.com> wrote:
> >>
> >> I have a technical question for the smart people in PIGMI land... I'm
> >> attempting to create a procedural planet based on Perlin noise. I'm
> >> using a geosphere mesh, to avoid pinching of the texture at the poles.
> >>
> >> The problem is, I can't work out how to texture this thing
> >> algorithmically. I've UV mapped this into 6 sections, but I'm not sure
> >> if this is going to work, as I think it will create seams, Has anyone
> >> done this before and has some relevant advice to offer?
> >>
> >>
> >> :: Simon Wittber
> >> :: skype: simonwittber
> >> :: phone: +61.4.0135.0685
> >> :: jabber/msn: simonwittber at gmail.com
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> >
> >
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