![]() ![]() Using some techniques from a GDC talk from blizzard, I blend together two samples from that, scrolling in different directions/speeds. I ended up ditching the perlin noise, and instead chose to use the blurred heightmap shown in that 4-step image above - this one: Perlin noise wasn’t generating the long, flowing shapes in the original concept art. It doesn’t look bad, but I had a lot of trouble with this approach appearing too regular across large bodies of water. If we grab a perlin noise sample at each point on the surface of the water and scroll this over time, we can get something that’s close to what we want: My first go-to for this was perlin noise. Now that we have a method to translate a heightmap into a bunch of bands of color, we can go about procedurally generating a heightmap that bubbles and froths a bit like real water. To draw isolines in our water shader, I use a method inspired by this shadertoy. Note that these “contours” of height are commonly known as isolines.
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