A new piece on the series of landscape explorations.
This time curl-noise is calculated to perform vertex displacement at the instanced-mesh level, which creates a wobbly effect on top of a bunch of distorted semi-spheres that had previously been distributed in 3D space on random positions in xz and fbm noise as a height map to provide the y positions.
The way colours are applied is been reworked from previous iterations. Now the system hosts a curated set of 24 different color palettes baked in a small texture that is sent to the pixel shader in order to sample the relevant color based on the hash provided by the platform.
The piece is developed using WebGL2 so please make sure your device supports that technology before minting ✨
Features that depend on the hash:
– General color palette
– Initial offset for the terrain
– Noise frequency
– Camera starting position
Created and minted on December 2021
by Felix Martinez – @sirokos
P.S. This piece is been mostly coded under the effects of COVID-19.
As a member, you can access all content on CAN, post your own projects, join the conversations, and enjoy ad-free reading!
Your support also ensures we keep the site as ad-free as possible, allowing us to focus on what we do best: showcase amazing work. Above all, you will join because you believe in the value of CAN and wish to see it thrive for years to come.
Since its inception in 2008, CreativeApplications.Net has been a driving force, tirelessly influencing and shaping the conversations surrounding technology, society. With a vast library of over 3,500 meticulously curated projects, it serves as a beacon in the ever-shifting landscape of creative exploration and innovation.