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March 10, 2012 Algorithmic Art 0 Comments

I've been playing around with post-processing functions (so to speak) on the terrain heightfields. When I designed the current terrain engine, I did so in such a way that terrain chunks have some amount of overlap, with the idea being that a "small amount" of post-processing can be done on the heightfield while avoiding seams. Of course, the only way to do this for anything that requires information about surrounding heights is to compute some redundant information (i.e., to overlap tiles a bit) and discard it.

Inspired by, I started playing with using finite differences to modulate the heightfield according to its normal vector. The results are very compelling, although I'm not getting as nice of results as Giliam yet, presumably because he's using an analytic derivative and distorting the input to the noise function, whereas I'm using a finite difference and just distorting texture coordinates.

Certainly looks promising.

Binary Sunset

A tribute to the greatest movie ever 🙂

The colors get quite interesting when you start adding more suns!

Procedural Sunset

I played with more complicated atmospheres today. I refuse to implement overly-fancy techniques just to get something that boils down to a gradient with a few subtleties. Come on now. Here's a shot from a sunset on a planet orbiting an O star:

I'm sure the math doesn't work can complain about not using real scattering equations all day, but man, it sure would be pretty to see this in-game. Don't ever let the real math get in the way of beauty 😉

Deferred Terrain

Brought the terrain shaders over to the new deferred engine tonight. I didn't touch the actual terrain code, so nothing's new here...but it still looks good under the deferred pipeline, so that's good news. And now we have distance blur as well!