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A terrain set made in Wolfram alpha
Posted: Fri May 13, 2022 11:16 am
by lennyhome
I started with this function:
Code: Select all
z = (cos(x * pi) + 1) * (cos(y * pi) + 1) / 4
And I got this:
In 2D, this is where the Wang tiles are found:
Tile 5 is a blend of Tile 1 and 4
Tile 10 is a blend of Tile 2 and 8
I'm sure all of this is obvious for some people, but it was news to me. Unless I already did this, then forgot about it and then did it again.
Adding 2 patterns and using it to cross-fade between them:
Re: A terrain set made in Wolfram alpha
Posted: Wed May 18, 2022 3:04 pm
by TMC
Those crossblended tiles look surprisingly nice. Also, I just realised that I wanted just such a tileset of white-to-black gradients to use for transparent shadow layers (to use as a demo or wiki article, once it's possible to modify map layer blending in the map editor). I wasn't sure which function to use, so thanks for this. Althoguh... those diagonal pieces are maybe not smooth enough to use for shadows, they draw too much attention. I suppose it can be fixed by adjusting the radius.
Placing such shadow tiles by hand is tedious so actually that's specifically something I wanted autotiling for.
Re: A terrain set made in Wolfram alpha
Posted: Wed May 18, 2022 11:08 pm
by lennyhome
It doesn't look great the because there is no art involved. I just wanted to explore the possibility. To make shadows, I think the function should be rotated 45 degrees on the Z axis. Also I suspect the derivative can be used as a bump map to make hills. I haven't tried that yet properly.
Same pattern but with no rotation on the left and with 45 degrees rotation on the right:
I just realized that there are 2 possible ways to generate the full size corner pieces, so I've updated the pattern.
Same but with some color re-mapping.
And I think this concludes this little adventure.