Hello everyone. I am working on a Unity application that will create procedurally generated planets. The way I'm planning to do it is to create 6 planes (or a cube), apply Perlin's noise heightmap to them (plus some soil and hydraulic erosion algorithms) and then map my new cube to a sphere - http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html .
The problem is - I believe cannot simply use Unity's heightmap tool to apply my heightmaps, since it only works with surfaces that are facing up. Could someone more experienced with Unity help me out with this one? Is it possible to apply my heightmaps to all 6 faces of the cube?
First off I think we need a planet generation thread. If I've totally missed it apologies. I am also looking to create a planet mapped from a cubemap that I can apply erosion too. The best resource I have found so far is http://acko.net/blog/making-worlds-1-of-spheres-and-cubes
The solution I have used as a beginner programmer is to generate a mesh using Rhino with Grasshopper, Wilbur and Photoshop. The color on the height map file below show seams appearing on the cubemap. I translate the 'triangular' portions of the mapping to create a new map where all the previous seams are now 'seamless.' (top right color squares). This allows me to create a non generative mapping that I will next run erosion on. The erosion treated heightmap is 'translated' via the photoshop mapping (which is pixel for pixel accurate) to ensure their are no seams on the planet. This result is below. This does not address LOD issues yet but can. >>>>>
Super programmer person...please help all of us simplify our many processes =) thank you