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3D World Generation: #5 (Texturing): Triplanar Mapping/Infinite Splatting/Blending/Bombing

SimonDev May 19, 2020 11:00
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We tackle texturing our procedural worlds using a variety of techniques that you can mix and match for whatever suits your project. This is the 5th in a series of 3D world generation tutorials. In the previous tutorial we covered planetary level-of-detail, and in this project we'll build on that with some nice texturing strategies to give the overall look some improvement. This is by no means an exhaustive list of all the possible things you could do, but it'll definitely get you started for your own projects, especially if you're doing a lot of procedural generation. Full source code for the project is available, so if you're interested in fiddling with the code, screwing around with it, or improving it. Github: https://github.com/simondevyoutube/ Inigo's Website: https://www.iquilezles.org/www/articles/texturerepetition/texturerepetition.htm Gamasutra: https://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php Triplanar Normals: https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a No Man's Sky: https://www.youtube.com/watch?v=e5d5Mo-Gw_U Horizon: Zero Dawn: https://www.youtube.com/watch?v=Fyj974PdGIU
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#simondev #game development #programming tutorial #3d world generation #procedural worlds #threejs #webgl