feat(editor): detail noise for adding small-scale terrain roughness

- Detail Noise: adds high-frequency roughness to existing terrain
  without destroying the overall shape (amplitude 0.5-10, freq 0.01-0.5)
- Useful after smooth/generate to break up unnaturally smooth surfaces
- Workflow: generate → smooth → detail noise for natural look
- Separate seed from main noise generator for independent control
This commit is contained in:
Kelsi 2026-05-05 08:20:54 -07:00
parent fab77952a6
commit 3504e57f75
3 changed files with 41 additions and 0 deletions

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@ -123,6 +123,9 @@ public:
// Ramp tile edges to a target height for seamless multi-tile joins
void rampEdges(float targetHeight, float rampWidth);
// Add random detail noise to existing terrain (preserves shape, adds roughness)
void addDetailNoise(float amplitude, float frequency, uint32_t seed);
// Import/export heightmap (raw 16-bit grayscale, 129x129)
bool importHeightmap(const std::string& path, float heightScale);
bool exportHeightmap(const std::string& path, float heightScale);