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The quest for high frequencies..

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I'm still working on the terrain integration and texturing.

It's progressing well but i'm still not happy with the atmosphere haze. It looks pretty good in the screenshots, but when animated it's not as nice. The haze seems to become "red-ish" ( it's very sublte ) in the distance, rather than blue.

I've adjusted the heightmap generation algorithm with the diamond-square noise to give more interesting and varied landscapes.

The texturing and lighting is not yet good though; seams are still very visible between adjacent textures, and the lighting seems to have lost its high frequencies. I'm not sure why, but i'm investigating..
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Looks great as always. The only thing I would suggest is maybe having a bit more of a bank on the edges of the lake in the second picture.

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