@runevision@mastodon.gamedev.place
Post #1862362
2026-05-01 09:32 UTC
Replies (8)
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@runevision@mastodon.gamedev.place 2026-05-01 09:40
I actually don't use the mask based erosion technique from my erosion filter video and blog post here. I don't need crisp mountain peaks and valleys for my usage, so I mostly apply Phacelle noise (with derivatives) directly (4 octaves), with custom modulation based on slope, which works much better here. I think the erosion techniques work better as a toolbox than as a monolithic grand function.
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@toerror@mastodon.gamedev.place 2026-05-01 09:35
@runevision@mastodon.gamedev.place Miles better. Adds detail that helps hide the repeatingness of the texture tiles; You could probably fade those out a bit at distance now too.
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@JeremiahFieldhaven@mastodon.gamedev.place 2026-05-01 09:36
@runevision@mastodon.gamedev.place That looks really good - absolutely bonkers how you're doing this in realtime too!
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@conchoid@mastodon.gamedev.place 2026-05-01 09:36
@runevision@mastodon.gamedev.place strange, with all these plants it doesn't add much
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@vuntra_city@mastodon.gamedev.place 2026-05-01 09:44
@runevision@mastodon.gamedev.place Huge improvement! Fixes that thing I complained about previously, that the erosion scale looked the same as the noise scale to me. Now the eroded cliffs look distinctly eroded, not just bumpy :)
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@metarapi@mastodon.gamedev.place 2026-05-01 10:25
@runevision@mastodon.gamedev.place I was looking forward to seeing it applied. I definitely notice it, but I might be biased.
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@thomastc@mastodon.gamedev.place 2026-05-01 14:29
@runevision@mastodon.gamedev.place Huge improvement!
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@dch@bsd.network 2026-05-01 14:45
@runevision@mastodon.gamedev.place seeing this in a video is neat