# Mountainous Roughness Equation to texture

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for (q=0;q<122880;q++){
screen[q]=(q>>8)%128+Math.abs(((q%256)%128)-64)>>1
}

So far I have this 256*480 distribution I'm looking for a pattern that looks more like a mountain so I can apply it to a sillouete of a mountain.

(Higher value=darker Spots)

I don't wan't to use memory for a texture just a function that generates a texture

Edited by Infinity8378

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This is my old 8bit color

for (q=0;q<122880;q++){
screen[q]=((127-(((q>>10)%128)+Math.abs(((q%256)%128)-64)>>1))>>4)
}

Got Good Terrain

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The image is 6 BitsPerPixel or .75BytesPP

mm in my code was set to the Roughness Function and

With WebP it becomes .065BytesPP which is enough for WEB at 2.4MBytes/s(360 by 512)

Edited by Infinity8378

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Memory Triplanar vs Mine(any plane)

4B Heightmap*1024^2+6B=3*16bit texture 1024^2+3B=Normal map*24*1024^2

13BPP*1024*1024 constant

(3/4BPP*720*1024)

26 times better No texture Projection/Clipping/Streched or blurred textures/Perlin Generator/Cubic Interpolation/Other interpolation with 16bit Floats and a lot cheaper to run

Edited by Infinity8378

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Okay, that’s enough rambling for one thread.

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