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Re:Planet Generation - Part I by jengamaster on Tuesday August 05, 2014 @07:14AM (#8136324)
Very cool result! I've been wondering about applying the height-maps that you get from Perlin/Simplex directly to the vertices of a planet, for 3D terrain. I'd imagine that the cube mapping approach might not be perfect for this because of the irregular distance between vertices. The geodesic dome would probably work, but I have no idea how you would generate noise for a shape like that.
Re:Planet Generation - Part I by mrsharpoblunto on Tuesday August 05, 2014 @11:29AM (#8137417)
I've used a cubemap approach to render procedurally generated asteroid geometry and it works pretty well. I start by generating the heightmap using 3D simplex noise, Then when rendering I use a domain shader to offset the vertices of an icosphere along the normal vector according the the height in the heightmap.

http://imgur.com/rpKalpk

I've got a bunch of other procedural content generation blog entries over at http://www.junkship.net, including this entry http://www.junkship.net/News/2011/11/13/building-steam-with-... which covers a lot of similar ground to the parent article.

Re:Planet Generation - Part I by jengamaster on Tuesday August 05, 2014 @12:42PM (#8137821)
That's an impressive result! My worry was that it would become more obvious if I were to skimp on the poly count of the shape. Doesn't seem to have been an issue for you.

Thanks for the links, I'll definitely check them out.

Re:Planet Generation - Part I by shanee on Tuesday August 05, 2014 @10:56AM (#8137204)
You'd actually generate noise just the same way as I used 3D Simplex noise.

I am unsure on UV mapping though as I have not experimented with it yet when using geodesics. Instead I just escaped the problem by using a collapsed cube :)

Re:Planet Generation - Part I by jengamaster on Tuesday August 05, 2014 @12:54PM (#8137909)
Ahh, I get it. Took me a couple reads of the code to see what was going on, but that is pretty cool. Thanks for the info!