EDIT: Solved, I posted my results are below.
Hi In your public float GenerateSlope(int xi, int yi) function you never use xi or yi?
Glenn
Hey, thanks for the reply! I updated my first post because the previous was unclear, apologizes for that.
I’m a bit curious as to what your expected end result is. What does it mean in your mind to multiply two height maps?
Depending on the values chosen, you either get the average of the two maps, increase the first map based on the value distribution of the second map, or something inbetween of these options.
Whether or not that makes sense depends on the desired outcome, the values chosen and how the maps look like. Combining two noises, for example, is a common practice in procedural terrain generation. Effectively, this is the same as combining two height maps. However, if the goal is to make sure that slopes dont go over a certain steepnes, i’m not so sure if this can be ensured by multiplying two maps.
I have now solved this, however my initial goal was to have less noise on flat areas of the area.
I come from a graphics background and just recently started diving into C#, so if there is any confusion with my first post, that is probably why.
Here is a visual example of without, and with noise driven by slope of input.
With slope driven noise - this is a more dramatic example, In some cases more noise may look better, so for that I just adjust the slope blending.
A practical benefit being, if I have hand painted plateau as such for buildings, etc.
Without being slope dependent, when I add noise & other procedural effects, I end up with something like this.
With slope dependency
Next I am working on using a normal map generated from an upscaled version of the terrain, then appy that normal map to a custom shader to get a super detailed looking height map.