What I am trying to do is set up a primary level of disturbance that everything else is generated off of. This macro level of disturbance will be responsible for the generation of the main landmasses. I know in many ways this is what is already happening, but I am trying to figure out ways of creating more consistent results. If you notice the fractals tend to bunch together forming one huge landmass, instead of several smaller ones. The other extreme is that it creates way too many small islands. Either way this is not very visually appealing IMO.richard wrote:I suppose that these results could be achieved by just skipping the subdivision of some facets earlier on during iteration. It could result in some very strange results though; very flat triangles in the terrain.
Another problem that I can see with this approach is that you can no longer use a tristrip to render the planet. That'd be a performance hit
This attachment is supposed to represent the primary level of disturbance. Darker the lines the deep the initial starting point for the vectors.