This is the fifth tutorial in a series about pseudorandom surfaces. In it we will add support for deformed spherical surfaces, using noise to adjust the sphere radius.

]]>The Hex Map project has reached version 2.0.0, which switches from Built-in RP to URP.

]]>This is the fourth tutorial in a series about pseudorandom surfaces. In it we will calculate derivatives of Voronoi noise.

]]>This is the third tutorial in a series about pseudorandom surfaces. In it we will calculate derivatives of value and Perlin noise.

]]>This is the second tutorial in a series about pseudorandom surfaces. In it we will calculate derivatives of simplex noise and use them to generate normal and tangent vectors.

]]>This is the first tutorial in a series about pseudorandom surfaces. It takes what we made in the Pseudorandom Noise and Procedural Meshes series and uses it to create a mesh with varying elevation.

]]>This is the tenth tutorial in a series about procedural meshes. This time we take our octasphere as a starting point and transform it into an icosphere.

]]>This is the ninth tutorial in a series about procedural meshes. This time we use geodesic lines to position the vertices of an octasphere.

]]>This is the eighth tutorial in a series about procedural meshes. This time we create an octahedron sphere as an alternative to the UV sphere.

]]>This is the seventh tutorial in a series about procedural meshes. This time we create a cube sphere with shared vertices, without any seams.

]]>This is the sixth tutorial in a series about procedural meshes. This time we first create a cube and then transform it into a sphere.

]]>This is the fifth tutorial in a series about procedural meshes. This time we bend and deform a square grid to create a sphere.

]]>This is the fourth tutorial in a series about procedural meshes. It introduces a grid based on equilateral triangles, then moves on to hexagons.

]]>