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[img]https://i.imgur.com/Zl3XDzU.png[/img]
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[img]https://i.imgur.com/Zl3XDzU.png[/img]
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\n
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\n
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Essentially, this is Random Plateaus, but with a river network, and a significantly upgraded terrain shader that does
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Essentially, this is Random Plateaus, but with a river network, and a significantly upgraded terrain shader that does
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\n
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- splatdetail distribution
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- splatdetail distribution
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-
height
blending
for
texture
boundaries
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-
height
blending
for
texture
transitions
[spoiler][img]https://i.
imgur.
com/Zf3Seyo.
png[/img][/spoiler]
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- normals at full resolution
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- normals at full resolution
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- hydraulic erosion with scouring, deposition, and channel carving, which also uses the above three tricks, so that e.g. sediment is height-blended against the native minerals
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- hydraulic erosion with scouring, deposition, and channel carving, which also uses the above three tricks, so that e.g. sediment is height-blended against the native minerals
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[spoiler][img]https://i.imgur.com/6ayhc48.png[/img][/spoiler]
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\n
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Here's 5 consequent runs to calibrate what it looks like atm:
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\n
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[spoiler]
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[img]https://i.imgur.com/wPv2E3I.jpeg[/img]
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[img]https://i.imgur.com/oh5CRHt.png[/img]
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[img]https://i.imgur.com/Ewmq0SP.png[/img]
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[img]https://i.imgur.com/SL3wOom.jpeg[/img]
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[img]https://i.imgur.com/FTSHV0j.png[/img]
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[/spoiler]
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