Jump to content
  • Advertisement
  • entries
  • comments
  • views

New mountains for Goblinson Crusoe

Sign in to follow this  



Spent a little time today working up some new procedural mountains for Goblinson Crusoe. Used Blender Cycles to render these, and it made a bit of a difference in the pipeline.

For reference, here are the old mountains:


The way I generated the original mountains was I wrote a script for the Accidental Noise Library that would generate a perturbed sphere heightmap, an alpha blend map and a diffuse color map, then import all into Blender and render. The process now is pretty much the same; however, instead of generating an alpha blend map I simply use node materials to fade out the base parts of the mountains to blend them with the ground, and nodes to control the distribution of snow across horizontal-facing slopes and elevation. Basically, all I need to do is feed it a heightmap. Also, instead of generating a diffuse map, I use the tri-planar texture mapping I discussed in an earlier post, to eliminate any stretching. (Some of those peaks are scaled pretty tall, and there would have been plenty of stretch.)

For the heightmaps, instead of perturbing a sphere I used a sphere (or fuzzy disk) multiplied with a single layer of F2-F1 cellular noise, then perturbed that result in X and Y using a couple FBM fractals, exporting the result to a heightmap. To render a new mountain, I just generate a new heightmap, reload the texture in Blender and hit render. No post-processing needed. The node material even pre-multiplies the alpha, so I don't need to do the post-process pass to pre-multiply alpha as I did before.

I kind of like the new result, even though I didn't hate the old. The older ones are a tad more "cartoony", but the new ones just sort of strike a vibe for me. I might re-generate a few of the taller, more angular snow-covered peaks, though.

Been dipping into the code, trying to re-acquaint myself with it. Made a few tweaks, and am working with some ideas I've had in the past couple weeks.
Sign in to follow this  


Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!