| ▲ | euleriancon 3 days ago | ||||||||||||||||||||||||||||
In practice you can use 2d generation on spheres with simple UV mapping techniques. Your pixel height becomes distance from the sphere origin. | |||||||||||||||||||||||||||||
| ▲ | lawlessone 3 days ago | parent [-] | ||||||||||||||||||||||||||||
Will it not get all bunched up near the poles though? and maybe have seam where the ends of the tiles meet? edit: Perlin noise and similar noise functions can be sampled in 3d which sorta fixes the issues i mention , and higher dimensions but i am not sure how that would be used. | |||||||||||||||||||||||||||||
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