Original Post
I am currently trying to render a planet to simulate atmospheric scattering. As for the planet body i am using the exposed cube method with chunked size lod (implemented as a quad-tree). Currently i am using a static heightmap on all six cube faces, which looks ok from distance but lacks proper details when the camera is near the surface.
Therefore i am searching for a way to generate heightmaps proceduraly. What i need is some algorithm that lets me generate reasonably realistic heightmaps and lets me adjust the degree of details added. I have already read some articles but feel kind of lost as i am new to procedural content generation.
What is a good (and not to complicated!) method to achive good lod-terrain rendering? I would be glad if someone can push me in the right direction.
Thanks!
Therefore i am searching for a way to generate heightmaps proceduraly. What i need is some algorithm that lets me generate reasonably realistic heightmaps and lets me adjust the degree of details added. I have already read some articles but feel kind of lost as i am new to procedural content generation.
What is a good (and not to complicated!) method to achive good lod-terrain rendering? I would be glad if someone can push me in the right direction.
Thanks!
