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Full Planet Terrains and it can be done.

Started by Hepcat, January 06, 2012, 11:08:10 am

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I know this has come up a lot.  I found some information online about how to generate the Perlin noise so the deformation from the poles is taken into account.

"The exact appearance of the texture can be controlled by either varying the relative scaling of the harmonics or by adjusting how the scalar from the Perlin functions is mapped to colour and/or transparency.

It gets around the problem of mapping rectangular texture images onto topologically different surfaces. For example, the following texture for a sun was created using 3D noise and evaluating the points using the same mapping as will be used when the texture is mapped onto a sphere. The result is that the texture will map without pinching at the poles and there will not be any seams on the left and right."

If you look at the attached file it shows what the perlin looks like.  The above quote tells how they sampled a sphere out of 3D perlin to get it.  I'm hoping something similar can be done to let the "natural filters" work in the same way.  Erosion filter is what makes WM terrains really look so great.  Here is the link to the original site: http://paulbourke.net/texture_colour/perlin/index.html

We are working towards an engine with full scale completely procedurally generated terrains where we can move from space to any point on the surface.  We have been able to make some incredible terrains but getting them to work on a planet/sphere as been problematic.


Just to second that one - it would be of great interest to my work as well.


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