#Mesh Generation Issues
1 messages · Page 1 of 1 (latest)
You again? 😬
Did you get that code from somewhere or implement it yourself?
Are you creating vertices per pixel or something? Can you enable wireframe view to see what your mesh look like?
i got the colormap code & meshmap code from sebastian lague's "procedural terrain generation" (https://www.youtube.com/playlist?list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3), and the falloff map is a modified version of sebastian lague's falloff code by
lejynn. i dont feel like counting this out but im pretty sure the vertices are per pixel
sorry for late response i was eating
Does this screenshot use different setting from your 2d map?
Is that the result of feeding the same height map?
nope same settings, and yes its the same height map
Okay
Actually, I feel like it's highly unlikely. It should at least have similar pattern
the weird thing is the mesh's actual height variation lines up with the island colorMap i made, just flipped horizontally i believe.
like the mountains on the mesh are where the mountains on the island would be, and the outskirts of the mesh are flat
idk why this random color pattern appears on the mesh
Can you take a screenshot from a different angle, so that the heights are visible?
ill take a video to show all angles + how they kinda line up with color map
hopefully this should be good quality?
its hard to tell how the mesh height lines up with the color map, but if flipped on the x axis im 80% sure it does
For testing purpose, can you use only the falloff map during heightmap generation?
ill see if i can
Just comment out the random/noise generation part.
ok nvm i just fixed it. turns out i didnt have .mapData in front of the mesh's color function, so it didn't generate color properly