

local density = KaDensity . Create () KaDensity . Seed ( density , 2312.0 , 0.0 , 561.972 ) KaDensity . AddFractalNoise2d ( density , 6 , 32.0 , 8.0 , 0.0 , 32.0 ) KaDensity . AddFractalNoise2d ( density , 10 , 8.0 , 8.0 , 0.0 , 8.0 ) KaDensity . SubFractalNoise2d ( density , 10 , 64.0 , 8.0 , 0.0 , 6.0 ) KaDensity . AddFractalNoise3d ( density , 3 , 32.0 , 4.5 )

listing 1





Notice there is little use of 3d, as that is more for making hills, caves, rivers, and arches. Also you could introduce local density for features, but I don't typically do any manual level editing at this point in project. This is one of my small islands used for testing materials.







Terrian Material

The terrain is composed from a simple triplanar shader. World height, world slope, and a per pixel Fractal Brownian Motion ( FBM ) to break up the monotony of ground foliage. There are typically beach sand, dirt, grass ( eg green to brown / height ), and stone generated from this step. Since you can modify shaders at runtime in kagura this can be fun to improve when you have a few extra minutes in the day.





Terrian Foliage