GPU-Planetary-Rendering
hextile-demo
GPU-Planetary-Rendering | hextile-demo | |
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1 | 6 | |
179 | 927 | |
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10.0 | 0.0 | |
over 2 years ago | over 1 year ago | |
C# | C++ | |
Apache License 2.0 | MIT License |
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GPU-Planetary-Rendering
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How to solve repeating textures?
The way I solved it was by implementing a custom surface shader that used perlin noise to determine the frequency at which a texture would be applied to the terrain surface. This also depended on how the terrain propogated. I forget the exact details as this was a small project from a while ago. But I was untimately able to mitigate any sort tileing/repeteing effect while only using a 64px texture. A very similar method to mine is used in this Github repo and might be worth taking a look at https://github.com/simeonradivoev/GPU-Planetary-Rendering
hextile-demo
- How to solve repeating textures?
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It took me 6 years to realize you just rotate the uvs and the problem is gone.
There's a related interesting technique to use rotated hex-tiling of repeating textures to avoid this type of repeating patterns described here: https://github.com/mmikk/hextile-demo
- Practical Real-Time Hex Tiling
What are some alternatives?
TexturePanner - This repository hosts a shader for Unity3D whose main goal is to facilitate the creation of neon-like signs, conveyor belts and basically whatever based on scrolling textures
procedural-stochastic-texturing - Modified Shader Graph package implementing Procedural Stochastic Texturing
MarkovJunior - Probabilistic language based on pattern matching and constraint propagation, 153 examples
Realtime-Compute-Shader-Unity-PathTracer - A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others [Moved to: https://github.com/Pjbomb2/TrueTrace-Pathtracer]
GPUInstance - Instancing & Animation library for Unity3D
Pcx - Point cloud importer & renderer for Unity
TrueTrace-Unity-Pathtracer - A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others