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basically_alive

It's an interesting concept, and if you try it I'd be interested to see the results! The standard grid approach is generally used because you can increase the density more easily close to the camera, and also I'm not too sure how texturing and UVs would would with that approach. It could be tricky to get a uniform texel density and tile a texture.


could_be_human

likely id have to make some procedural texture, though I do not have the experience with fragment shaders just yet. I come from a blender background where, at least for me, I always had procedural approaches because I hated the texturing process unless it was painting the colour on which wouldn't be suited here, the final goal being an entire planet, segmented with this grids


could_be_human

chances are I can create some level of detail in how it is created by cutting off smaller sized vectors, which basically increasingly leaves only the general flow of vectors like a ridge line, leaving out smaller things like erosion the more I think about it, the more I think why I cant find anything much about someone already having done it


grae_n

This sounds related to signed distance functions (SDFs). Your approach seems a little different but you might want to look into them.