OpenGL Fractal Dessert

we are trying to create a 3D world using 2d perlin noise (using the reverse / fractal method). We generated mountains and valleys quite well, but now we have problems with the desert and dunes , because we worked only perseverance and octaves, and we can not make the classic form of dunes. Has anyone already experienced this? Any solution, possibly still using perlin noise, or other algorithms that allow you to do this?

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3 answers

You can give a musgrave embossed multifractal. It gives nice ribbed structures, and you can use existing noise algorithms for it.

Reference implementation of C for him here

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Dunes trimmed :. = '\ cross section ... you can use an initial shape of this type

They are regular, like waves in the sea. not completely noise

they are stretched to the wind

I did not use the first condition, but I made big dunes by multiplying 2 1d feather noise together or even 2 sin / parabol functions, where they are both aligned on one axis. that is, Z, and they have a low frequency Sin or noise oscillating them along the X axis, so they are not aligned.

try the following:

dunes = sin ( X + 1dperlin(Z) *.2 ) * sin ( X + 1dperlin(Z+432) *.2 );

otherwise to test it:

dunes = sin ( X + sin(Z) *.2 ) (plus or times or devided by) sin ( X + sin(Z+432) *.2 );

0.2 10 , , , , .

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Perhaps turbulence is still enough for what you need ... Try playing with turbulence using the absolute value of your octave values, instead of the usual values. You can also evaluate separately and combine your noise and your turbulence to mix both effects in some areas.

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Source: https://habr.com/ru/post/1547387/


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