Original Post
Hi; I have a big terrain which I want to cover with two textures: First is the coarse,low frequency ground texture. I procedurally create this by mixing grass,dirt,snow and rock textures at different ratios for different heights. This covers the whole terrain without tiling; so it gets extremely magnified and blurred. To add fine details to this blurred ground; I use a second,grayscale "detail map" texture. It gets tiled on the whole terrain to add high frequency information. What I am doing is common multitexturing, I just blend these two textures in the pixel shader. My problem here is, I just have one detail map, which I found on the internet long ago. Just like the ground texture, I need to generate this detail map procedurally,too. Normally, I generate heightmap images with the perlin noise algorithm. I tried to generate different detail maps with the perlin noise, using different parameters(frequency,amplitude,octave number) every time, but I could never obtain the desired image. Here is the detail map I am using at the moment: http://img15.imageshack.us/img15/9169/detailqd7.png So, my question is how can I procedurally generate similar detail maps? Which methods do you follow in your programs to add high frequency detail to the terrain? Thanks in advance.