Alternatives to Perlin Noise for Terrain Corrosion in Worldbuilding [video]
youtube.comAside from the refreshing fact of this not being yet-another-perlin-noise video, the author makes some good point about feasibility of corrosion algorithms and how those can be heavy and don't work well on a "just in time" generated map.
The second solution in particular is fascinating, although it doesn't offer a good solution to generate a seamless heightmap in the current state. I guess that combining that with some Perlin noise to determine which areas get to have starting seed points for the ridges would work?
Thoughts?
Special mention to the remarkable work of graphics and rendering that is behind the video. Some of those 1-second transitions imply a considerable amount of custom code, from the corrosion examples to the various overlaying heightmaps.