terrain errosion
hello. i noticed that one of this forum''s posters have implemented a terrain''s erosion simulator. i was deeply impressed, and i want to try something like this myself, i just dont know where to start. is it based in some matemathical model?
We''re going to be discussing erosion implementation in Planet Rendering: Part 2. You''re welcome to move this discussion there... However, note that at the moment I have about as little clue on this as you.
P.S.: I''m still hoping to get some input from bishop_pass on this issue...
Michael K.,
Co-designer and Graphics Programmer of "The Keepers"
We come in peace... surrender or die!
P.S.: I''m still hoping to get some input from bishop_pass on this issue...
Michael K.,
Co-designer and Graphics Programmer of "The Keepers"
We come in peace... surrender or die!
Erosion algorithms are actually pretty simple. They mostly just move parts of the landscape around according to some rule. To simulate erosion from rain for example (fluvial erosion is a good google phrase) you can drop lots of rain drops at random points of the terrain, have them pick up a small amount of dirt/sediment and then flow around the landscape according to the gradient/slope. When they stop or move really slowly let them deposit the sediment at their current position. Repeat ad nauseam and you should get a neat erosion effect. There''s also thermal erosion which is caused by material breaking down due to changes in temprature. This then rolls down hills etc til it rests. Fairly similar.
ok, so its basically trasporting terrain along water flow. so the terrain is stored as a 3D voxel grid, or height map, not polygons. right?
Yes, exactly. If you want to get really fancy you might want to model different kinds of stuff, soft mud that easily erodes vs hard rock etc. but that''s probably overkill.
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