Last time we were cutting shapes in meshes, but the performance of it was mediocre at best, and let’s not start on limitations of it. This time we will check how we can do it by using textures.
My guess here is that by making cuts in texture, we will get better performance. I also hope results that we will be able to present using texture rather than mesh cutting will be better as well.
But that’s a theory, so let’s not waste any more time and let’s check it!
Continue reading “Cutting Shapes – Texture – Part 2”
Recently, on one of the groups, someone asked how to cut shapes in the mesh. It got me thinking about how you can actually do that?
After some digging, I found out that there could be more than one solution to that. So why don’t we try to see which one would work the best?
Let’s start today by generating a mesh in which we will cut some shapes!
Continue reading “Cutting Shapes – Mesh – Part 1”
In previous posts, we generated a plane, added noise and noise layers to it. Now, it’s time to add texture to our terrain finally! ?
If you haven’t seen previous posts, I would recommend doing so, as the content of this post is based on them.
Do you remember that we added UV to our terrain mesh? We did it in the first post on plane generation. Thanks to that, we don’t need to worry about it now. But to remind ourself which part is responsible for assigning UV to our mesh, let’s put it here.
Continue reading “Procedural Terrain Generation – Texture – Part 4”