#Fully customizable texture based perlin noise block variations.

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lapis vessel
hard garnet
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Yo this is sick as hell

pallid sequoia
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Yoooo

dense shale
lapis vessel
# dense shale how is this implemented?

It's a simple custom 2D perlin noise generation function that sets a block interger property on generation. I then use blockstates to provide the different models/textures based on the integer property.

dense shale
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pretty cool

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also no runtime performance overhead which is nice

tulip smelt
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@lapis vessel now do procedurally generated textures that actually look good ๐Ÿ˜„

hidden knot
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you can use the same shit grass does to do it without blockstates unless you want them

hard garnet
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Yeah I was thinking colorproviders too but blockstates can have uses

lapis vessel
lapis vessel
tulip smelt