Home Game Development terrain – How to do planet rendering with quadtrees-LOD and displacement map / peak map

terrain – How to do planet rendering with quadtrees-LOD and displacement map / peak map

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terrain – How to do planet rendering with quadtrees-LOD and displacement map / peak map

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I’m making an attempt to know how I’d apply a displacement map/peak map to my quadtree-LOD planet. So, I’ve a planet with N variety of quads that may subdivide recessively and present better LOD if a participant location is shut sufficient. If I add a noise algorithm like simplex noise/BFM for the terrain it really works nice; the whole lot subdivides and the noise house is steady for any given mesh at any location.

Now, what if I need to lengthen the potential of constructing a terrain? say for instance add a peak map to a quad to present my planet a extra distinctive look. This breaks the algorithm. as a substitute of the peak map dividing and preserving itself steady. It simply recreates the identical peak map for every of the 4 quads. Is there any approach I can flip my peak map right into a quadtree-LOD, or am constrained to utilizing a LOD algorithm and not using a quadtree if a need to add a peak map?

REPRODUCIBLE EXAMPLE: https://codepen.io/miguelmyers8/pen/BaVKJoP?editors=0011
this is the results I'm currently getting

this is the result I want

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