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.