tag

#procedural

5 items (2 guides · 3 fixes)

guides
fixes
26.07.08e
"Greedy voxel mesher produces vertical stripes on cliff faces instead of horizontal strata"

Per-cell dither or contour-wander in a greedy voxel mesher turns cliff skirts into vertical stripes: detect walls and key strata on raw height bands with dither neutralised.

26.07.22
"Ground overlays z-fight each other, and a full-lap overlay z-fights itself"

Lifting a flat overlay clear of the ground is only half the rule. Overlays also z-fight each other, and a full-lap overlay on a self-crossing path z-fights itself, which no single lift value can fix.

26.07.08e
"Per-cell white noise hash gives salt-and-pepper terrain instead of organic shade patches"

A per-cell white-noise hash for terrain shade choice reads as a 50/50 checkerboard. Use a smooth low-frequency noise field instead, confining the hash to threshold-edge dithering.

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