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A Tutorial is Born
This series of tutorials was supposed go into some great detail
into how I create a new MojoWorld. But the more I started
putting down into words and diagrams, the more I realized
that it's more about how the pieces of MojoWorld fit together.
A theme I come back to again and again is that MojoWorld is
like a chemistry set, not a cake mix. There are ways to put
elements together that 'explode' and create a big mess. So
another theme I will come back to is that to use MojoWorld
effectively, you always need to be asking, "what sort
of input do we have and what do we want to do with it?"
The screenshots and functionality are all from version 2
of MojoWorld. All of the underlying concepts directly
apply to version 1 as well. Who knows what version 3 might
bring...
- Like, Far Out!
The answer to the question, "What is the
meaning of the Universe?" The difference between World
Position and Surface Pos, the relationship between World Position
and Latitude.
- The Contour Line Material
An introduction to some basic concepts of
the texture data flow and the curve editor.
- A Basis Function Detour
Regardless of which fractal types are
used, the one parameter which has the most impact on what
the final resulting output looks like is the choice of
Basis Function. This page describes the basis functions
availble in 2.0, how they are related and which ones make
better choices for terrain textures than others.
- The Curve Editor
More about the Curve Editor than you
ever thought you wanted to know.
- The Main Terrain
How being aware of scale will help you
create realistic and/or fantastic terrains. How to make
a varied terrain with mountains and continents and plains
and oceans.
- Domain Distortion
What is domain distortion, how is it
used and what trouble it can get you into.
- Material Displacements
What is material displacement, how is it
used and what trouble it can get you into.
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