3D Perlin Noise on a sphere

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Well that was easy...

Port it to C++
Define a "scale" parameter, in my case I'm reusing one of the plate tectonics parameters...
For every point on the sphere, take the X, Y and Z value, multiply them by "scale" and pass them to the noise function.
Use the result as height in the height map for that point
Apply color map
Done

Next step is layering various noise values (with varying frequencies/scale) and blend them with the original heightmap.
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How did you handle the seams? if you wrap a noise map over the surface of a sphere, there has to be a seam somewhere right?

ChucklingG
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what type of sphere was used for this?

lol-dmwx