Now if only all those options did stuff! It is certainly not done, but it is beyond a simple GUI mock up (the undo menu for example does work, and so does redo). The image displayed is generated (in less than a second) by the functions and layers listed, but you can't really edit them to a reasonable extent yet.
I just realized that I can interpolate to hide those square artifacts. It will cost some time, but not very much, and it should provide enough of a visual quality improvement that I can increase tolerances to get the time back. From now on, the textures will have a nice smooth appearance when transitioning between textures, even on the low detail fast renderings. Pictured is an old example with the squares.
Texture layer management is pretty much done, tho the GUI needs a few small things. Now I will direct my attention to functions, which are also pretty far along. Here is a texture I make using 3 material textures.
Dang! That last one looks like a real photo! It might me some rolling hills at sea level. ya?
Iz sweet Craig!
I'm glad you like it. It will be much more impressive soon. There is literally no control of any of the layers there. Soon, the edges will be much better, the distributions far more logical, and the detail much higher.
Anyway, I'm glad to see you. I am having issues with alpha masked tree texture you made me. It is likely my fault, however I think the png might have white where its transparent which causes issues when resized. If you could provide a version without the issue, or determine that there is some other issue, it would help.
Also, some time in the future, I'm going to want a normal bump mapped texture to play with. As it is, out textures can't really have any shading to create the illusion of depth. Bump mapping would allow (at some cost) pre-shading all the textures on the layer level. That would allow effects such as shaded translucent trees over shaded rough ground. No parallax or true depth, but we could eventually support multiple mesh layers (water above the sea floor, clouds in the sky, tree tops over ground)
Craig Macomber: I'm glad you like it. It will be much more impressive soon.
That is a big statement Craig.
I struggle to design the simplest artwork (including 2-dimensional stuff), so I cannot imagine you making the texture even more realistic. Nevertheless, I am continually surprised by your abilities, and designing a planet should be fish and chips for you (though the fish may be a sturgeon ;).
Interesting… You are basically going to be "merging" all edges? The reference to bump mapped texture went right over my head, but when I am in doubt, there's Wikipedia!