@DaleJackson187 The more octaves the more expensive it gets, and curl is heavy too. For a big terrain you could bake the heavy pattern to textures with compute shaders on demand. On top of that can be added some extra in the shader for details when needed.
@gyuforge You could deform via a compute shader, retrieve buffer, then update collider. Probably not something you'd want to do all the time though, unless it's the only thing going on.
In the last tutorial we made value noise, which works for making flat pancakes. But we want donuts! Therefore we add tiling support to the noise, so we can seamlessly wrap it around a torus. #GodotEngine#gamedev
https://t.co/drsx55EkUH