In this next part in the Biome based terrain generation series we’re going to be improving the height generation and painting modifiers. On the height modifier side we’ll add in increased control over the perlin noise used at each octave. We’ll also modify the smoothing algorithm to use an adaptive kernel to help preserve sharp peaks on mountains while still creating smooth valleys. And finally we’ll extend and improve the painting modifiers to support painting a base colour and then layer accents on top of that based on noise for a more natural appearance.
📂 Grab the full project ➠https://github.com/GameDevEducation/AdvancedDeepDive_ProcGenTerrain/tree/Part-8-Height-and-painting-improvements