@Slayemin Thank you! All of that makes a lot of sense to me. The screenshot looks very nice, but it doesn't feel real 🤔
With @voxelplugin I want to add a way to easily simulate geological events in a somewhat accurate way, so this is very helpful!
@Slayemin@voxelplugin "somewhat accurate" might be a bit strong here. For example, all it would do here is:
- you have a base brush to generate basalt columns
- you'd have a "tectonic displacement" brush that you'd use to generate the S shapes etc
You could then create multiple layers of these, and
@Slayemin@voxelplugin carve into them using some river brush or similar to expose all the different layers.
We could also imagine letting the player dig, exposing the multiple layers as they go down.
Even if we can't manage to get to the amazing visual quality Jedi Survivor rocks have, I feel
As you can see below, this is not screen space anymore but proper GI!
The generated distance fields are kind of a mess for cubes though. I tried to switch to cube instances to render the DF, but it's not working very well & is pretty slow.
I'll see if I can figure out a nice DF grid alignment to better represent the cubes.