I'll be giving this a whirl myself whenever I can find the time
I'll be giving this a whirl myself whenever I can find the time
My Finished Maps | My Challenge Maps | Still poking around occasionally...
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Your example seems to resolve itself into a black and white flat image.
Do you ever vary the levels you uploaded to use the heights, depths, and gradients from your initial cloud layer?
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Dollhouse Syndrome = The temptation to turn a map into a picture, obscuring the goal of the image with the appeal of cute, or simply available, parts. Maps have clarity through simplification.
--- Sigurd
If I understand you correctly. That's what it's supposed to do. At this stage, it is just a grayscale heightfield without texturing or even faux relief. Hopefully the second part of my tut will clarify one way of making it look like a terrain. Another way would be to plug it into a 3d renderer such as Bryce.
I'm not sure I understand what you're asking.
One thing I am looking into is basing my texture on a slightly different noise. For example, take the original HF, reduce the range with levels, perhaps adding a bias towards low or high values, add a gradient from light gray in the north to dark gray in the south(or viceversa in the southern hemisphere), then add in an independent cloud noise. Base your texturing gradient maps on that noise source.
Is this the sort of thing you are getting at?
Astrographer - My blog.
Klarr
-How to Fit a Map to a Globe
-Regina, Jewel of the Spinward Main(uvmapping to apply icosahedral projection worldmaps to 3d globes)
-Building a Ridge Heightmap in PS
-Faking Morphological Dilate and Contract with PS
-Editing Noise Into Terrain the Burpwallow Way
-Wilbur is Waldronate's. I'm just a fan.