Unity Tutorial: Biome based procedural terrain generation - Part 8 (Modifier Improvements)
In this next part in the Biome based terrain generation series we're going to be improving the height generation and painting modifiers. On the height modifier side we'll add in increased control over the perlin noise used at each octave. We'll also modify the smoothing algorithm to use an adaptive kernel to help preserve sharp peaks on mountains while still creating smooth valleys. And finally we'll extend and improve the painting modifiers to support painting a base colour and then layer accents on top of that based on noise for a more natural appearance. π Grab the full project β https://github.com/GameDevEducation/AdvancedDeepDive_ProcGenTerrain/tree/Part-8-Height-and-painting-improvements π The searchable video archive is at β https://www.iainmcmanus.dev/gamedev-education/ If you've got questions add a comment below or send them in for the next Q&A video π€ Send in your questions β https://forms.gle/ToyvqPaBFvpFLtNbA Looking for other ways to get involved? π Support the channel on Patreon β https://www.patreon.com/IainTheIndie π‘ Get the code for all the projects on GitHub β https://github.com/orgs/GameDevEducation π’ Check out my games on itch.io β http://iaintheindie.itch.io/ π£ Follow me on Twitter β https://twitter.com/IainTheIndie π Thankyou to all of the Patrons π β Grant Coble-Neal β Kasper Enwall β Adam Ercanbrack β Maxamillian Marsh β Kalvin Pearce β Bradley Seymour β SiliconOrchid β Callan Syratt β Serj Tomas β Daniel Williams #Unity #Tutorial #GameDev
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