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by jheriko
5368 days ago
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If you use distance field based raytracing this "just falls out" by deforming the isosurface of the terrain appropriately (e.g. with noise). The downside of using noise to do this it that you get corresponding floating bits of terrain for the indentations - one solution is to start with some y = noise(x,z) then if y > 0 subtract a noise(x,y,z) from the value... Using polygons to solve this is highly nontrivial - despite the naive suggestions made already. |
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