Thursday, October 25, 2012

[ljaaicqm] Terrain with fractal fractality

First, generate a fractal terrain (height map) using the standard method, displacing a midpoint from the average of its neighbors.  The range of permitted random displacement determines how rough the terrain is.

Next, use this first height map as input to constrain the amount of displacement in a second generation of terrain.  Low areas in the first map become smooth areas in the second.

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