Starting with nothing
I initially used vertex colouring for the triangles but, after hitting the 65k vertex limit in Unity, I decided to break up my mesh based on colour. For each of my planets I have a custom colour palette consisting of colours, materials, textures, and a cutoff threshold which can be swapped at runtime. I have recently added random colour generation based on colour theory.
The last thing I added was water and atmosphere. They are both separate spheres with noise functions applied. The water has noise applied to the position of the vertices while the atmosphere has noise applied to the colour of the vertices to simulate clouds. The atmosphere isn't quite right yet so it's been disabled.
Putting a hex on it
More cool resources
- Sphere Mesh Creation
- UV Mapping a triangle sphere
- Understanding Perlin Noise
- Creating an octahedron sphere in Unity
- Coherent Noise
- OrbII - A cool triangle planet game
- A realtime procedural universe
- Procedural gas giant rendering with GPU noise