I did something like this years ago and the type/placement of the vegetation is largely dependant on factors like water/weather which have to be supplied in addition to altitude/heightmap(slopes) and possibly surface composition (soil typeing).
The same land structure (even very steep rockwork) with no water is a desert without water or a rainforest in a region of extreme rain. Where the land meets standing water is also a factor and plant life often extends into the water (moreso if you also have realistic underwater flora).
Project - Procedural Population of Virtual Terrains
There are a bunch of procedural terrain programs linked here:
http://www.vterrain.org/Packages/Artificial/
Also, I think SpeedTree has a some tools to auto-populate grass and vegetation:
http://www.speedtree.com/apps/sdk.php#features
Can't really comment on them though, since I have never used them. Would probably be worth looking into what features those have and improving up them.
http://www.vterrain.org/Packages/Artificial/
Also, I think SpeedTree has a some tools to auto-populate grass and vegetation:
http://www.speedtree.com/apps/sdk.php#features
Can't really comment on them though, since I have never used them. Would probably be worth looking into what features those have and improving up them.
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