Hi. I started using/studying Procedurality a couple of days ago. It's pretty nifty. Surprised at it's flexibility. Though i'm a bit mathematically bad in regards to most of it. Though I have liked playing with the terrain generation. So following that I was trying to figure out how TT manages excellent landscapes. The paper listed for a read helped understanding terrain generation, but doesn't really cover how to get the textures going.
I found over the internet that there is a texturing technique called Texture Splatter. The results looked amazing like TT. Terrain splattering however uses Alpha Maps based on the terrain.
What I can't seem to figure out, mainly because of my lack of math understanding in this regards. How does TT manages to generate the ridge, grass, sand, dirt, snow maps. Though I suspect coral, underwater pebel maps are also doable.
Assuming using the terrain code from the ExampleTerrain
I figure a ridge map must only create a 0-1 difference in the areas where there is difference on the von-nueman process. Any area that has no difference of greater than T (?) the difference of a nearby cell then produces a 0. Assuming T is something along the line of 30% or .3 (?). When the nearby cells produce a difference of greater than T. then 0.1+ is generated.
The problem with this that I just don't have any idea of what methods, process or parameters I would call with the api. I could manually create something like this, but it would be unoptimized.
In regards to sand, snow, dirt. I suppose it would be along the lines of checking height and T of nearby cells being within the the range produces "showing" values.
So assuming ExampleTerrain code. What procedures would I want to use to get ridge and various other maps?
Sorry to be a pain, but I'm just not familiar enough with what's going on to understand the mathematical language and process used.
found this thread. Which informs that you don't use splatting. That ok. Though I still looking to find out how you make the alpha maps