Allright. As I can see there’s a different project doing exactly the same with BP. No reason to continue working on this kind of thing I guess. You can get a BP procedural planets free there, so I’m out with this one.
…
I mean, I done with BP only approach. Started to work with C++ this week so I can use different noise functions, and run generation process on different CPU thread.
What I have done so far:
Full C++ grid generation and Noise implementation for Fractal Value, Gradient, Cellular, Simplex.
Custom made (still WIP) normal calculation which is much faster than the one from Procedural Mesh.
Next step is moving all the functions to different CPU thread so there is absolutely no FPS drop during planet generation.
Basically, a segment of 256x256 poly is generated in about 800 ms.
Screenies:
Yep.