@nine2 Thank you for your feedback!
About the river-delta thing: this is erosion and is in nature quite common!
- Example with mountains:
- Example detla:
- Example beach shore:
Example underwater:
Depending on the material the same patterns can be seen on a different scale - especially when things are sandy it really starts to show. I think that:
- There may indeed be too many of them: their scale is too small and therefore they are too present.
- They are too uniform, e.g., they should be more noisy due to the small scale.
The cracks (as part of the normal maps) that you see are part of one of the stratum layers - I'll fix that. Its a bit too strong / repetitive. Therefore they are indeed too easy to spot. I didn't spot them underwater yet, thanks for pointing that out!
About the realism / clear at-a-glance: I don't think such a tradeoff is required. This is the second map where I apply all of these techniques to the fullest and one could easily add in additional information (such as where the beaches are) to make them shine just a tad different. All of that can be accomplished via masks (handmade or generated). in BAR (Beyond All Reason) they have a lot more extensive world machine files allowing one to generate all kinds of patterns: from bumpy grass, (small) dunes, rock formations and various other interesting patterns! What is required here is:
- More experience at my end to work out all those details
- Smaller maps to allow for a a higher resolution / heightmap pixel
Especially the latter is important here - I am now experimenting with an 'adaptive' scale to allow some parts to have a higher resolution than others. More about that later .
An example that is already working is the Adaptive Moon map from Svenni. He uses the same techniques but then via textures provided by NASA or similar organizations - and it looks stunning!
I'll fix the off-map waves. Not sure what the last screenshot is but it appears Supreme Commander itself is making a mistake there.
About the trade-off realism / clear at-a-glance: what would make a beach instantly recognizable? Or a piece of mountain / unwalkable geometry?
Edit: and as an example, this is how islands in Anno 1800 are constructed:
They look clear and convey the message properly. Of course - it is a different game - but it still conveys the message quite properly. I use the same techniques, just at a lower resolution due to the limitations of Supreme Commander.