Let's practice working with cellular operations.
Imagine a terrain height field, where white is the highest height and black is the lowest height. We'll stick to 2d for ease of visualization. We can generate an interesting organic-looking height field like this with noise:
Not bad, but not good either. We can make it look MORE like terrain by mimicking the effects of erosion. If you imagine material sliding down steep slopes to re-distribute some of the height, it might look more like this:
Fork this base code and replicate (to the best of your ability) this erosion effect. More detailed instructions inside!
Add some coloring to give the terrain some personality.
Too easy? Copy pasta some ray marching code in so we can see your terrain erosion work in 3D!
- Create a pull request to this repository
- In the README, include the names of both your team members
- In the README, create a link to your shader toy solutions
- Make sure your shadertoy is set to UNLISTED or PUBLIC (so we can see them!)