Tag Archives: World Building

Using GIS Tools and Data

Recently(…-ish) I found something on the Zompist forum that I found interesting. Gareth3 was using an existing real world data(in this case, Stewart Island off of the southern tip of New Zealand) scaled up to represent an entire continent. There … Continue reading

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PlanetCell on Blender Cycles – Improved Speed

Previously, I began work on a PlanetCell noise-based world map generator. Work on PlanetCell kind of came to a screeching halt, in large part because rendering proved to be so slow. For my purposes, it seemed entirely possible to make … Continue reading

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A Few New Things About Wilbur

This post is just a quick aside about a few things I noticed about Wilbur while working on my last post. • Typically, when I want to show hillshade on land, but not on the water, I go through a … Continue reading

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Creating Attractive Satellite-style Textures

This post is going to be a short overview of a method for creating a plausibly-realistic and visually attractive satellite-view of a habitable planet. First, I run tectonics.js until I find an attractive arrangement of continental features. Or… just, you … Continue reading

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Map of the World I Rendered in Blender

So I decided to go back and make a larger version of the planet image I created previously for use as a desktop. Basically that involved just resizing an slightly recomposing the scene and rendering it. To add a bit … Continue reading

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Playing With Blender Cycles

This is just a little something to fill in over our trip. A successful render with Blender Cycles. Musgrave Hetero Terrain noise(cycles nodes), bumpmapped diffuse shader above sealevel and a fairly simple glossy shader below sealevel. All with a hypsometric … Continue reading

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Repost: The Collapse of a Civilization

or: Big Things Die Hard So right now I have two draft posts, both of which refuse to come together. One requires me to just sit down and pound away at my notes in a way I just haven’t had … Continue reading

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Domain Distortion

Still working with noise generation on planetGenesis. I found a mistake in my previous effort. I had been assuming that the domain distortion Combiners(Disturb, Warp and Turbulence) worked by sampling the left side noise at coordinates shifted by the noise … Continue reading

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Clouds and more Voronoi

So I’ve experimented a bit more with planetGenesis. This time, my main focus has been on another bugaboo of mine after craters: cloud cover. I am very much liking the swirly weather-like effects I have attained so far. Not to … Continue reading

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The Sharif Won’t Like It

I decided to mess about a bit more with Voronoi textures. Mostly, I’ve been focusing on naturalistic forms, but I did take a look at mechanical or architectural forms with Manhattan and Chebyshev(or Chessboard, as they’re labeled in planetGenesis) distance … Continue reading

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