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Showing posts from September, 2020

Progress Update #3

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  The Worst Bug     So far I haven't maintained my promise to do an update every week, but it wasn't from lack of effort I can guarantee you. You see, because I'm not strictly following a tutorial, I'm not easily able to get answers to my problems. This is a result of that.     So the gist of the problem I had was this: I wanted to have different noise affect the oceans and the terrain. Basically I wanted to get rid of these spindley bits that I thought didn't look nice.      A simple problem right? Yes actually. All I had to change was, when adding noise to the elevation, check if the new elevation would be below 0 (sea level) and not add it.  From: elevation += elevation + NoiseFilters[i]->Evaluate(PointOnUnitSphere) * mask; To: float newElevation = elevation + NoiseFilters[i]->Evaluate(PointOnUnitSphere) * mask; // Only use first layer noise for ocean shading if (elevation + newElevation > 0) { elevation += newElevation; } Now, this worked... but