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Procedural Microdisplacement

Information about texture generation techniques:

Planet:
The rock is formed from a fractalization of Voronoi textures. If the brightest points are clamped with a color ramp, a lot of circles resembling craters are formed. By adding different scales of these craters (with larger scales (smaller craters) having less effect), we can get a variety of craters. Each Voronoi texture is then offset by a color Perlin noise (the vector input is the object output of the texture coordinate node with an adding vector math node that adds the Perlin noise where RGB --> XYZ). This makes the craters have different shapes, instead of spheres.

Landscape (last one):
A noise texture is clamped to create flat grounds and hights. It is then passed through a sinusoidal transformation for more steepness and a smoother plateau transition. The texture is then displaced vertically along the z-axis, and a 3D vector displacement from a color noise texture is added to the resulting vector (using RGB for XYZ).

A procedurally generated planet using microdisplacement, and rendered in cycles 2.8.1. The planet consists of 3 spheres: the planet, the ocean, and the volumetric atmosphere. The planet's displacement texture is based on a large node tree.

A procedurally generated planet using microdisplacement, and rendered in cycles 2.8.1. The planet consists of 3 spheres: the planet, the ocean, and the volumetric atmosphere. The planet's displacement texture is based on a large node tree.

Experimenting with using textures to affect other textures.

Experimenting with using textures to affect other textures.

Procedural microdisplacement is perfect for landscape generation, when methods like hydraulic erosion simulation and satellite radar scanning are not available. Plus, infinite detail!

Procedural microdisplacement is perfect for landscape generation, when methods like hydraulic erosion simulation and satellite radar scanning are not available. Plus, infinite detail!