paramat wrote:I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures.
Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:
That looks really awesome. It's a shame the engine doesn't support dynamic changes in local gravity (yet). Also I imagine lighting would be difficult if you made it a closed cylinder.
As for using an irregular brush, I think it would actually be better to use a spherical brush with a random radius or write-probability instead. Because there's normally a lot of overlap between consecutive brush writes, any constant irregularity would tend to get smoothed out in at least one dimension.
If, for example, there was a 1/125 chance to cut out a sphere at each point inside the intersection volume, then you'd end up with very irregular walls with spherical chunks cut out approximately every 5 nodes in each direction. I'll have to test that later, because it would make the large caves a bit more interesting and speed things up significantly.























