The basic idea behind a hex's uplift value is its distance to convergent, transform, and divergent faults. It's difficult to compress this all into a single number, so I played around with the values until I arrived at this, where i and max_i represent the maximum distance from the C/D/T faults:
uplift = ( 0.5 * c/max_c + 0.1 * t/max_d - 0.4 * d/max_t + 0.399 )
So every hex will have a relative amount of uplift on a scale of 0 to 1. I do rescale this later so it goes from 0.1 to 1: no uplift means problems like sub-sea elevation terrain that I don't want to have to deal with (thanks, New Orleans).
Fault map; yellow is the highest uplift, blue is highest divergence, and white is a conjunction of all three |
So this gives us the first version of the uplift model. There are a few surprises, where I expected to see higher values, but it turns out that these are in proximity to divergent boundaries which reduce the overall number.
\[u_f = \left(u_0 + {2 \sin(a u_0)\over a} + {\cos(a u_0^2) \over a}\right)^3\]
Looks ok. Just too smooth. So we'll salt it a bit with some simplex noise:
There's still a significant problem as it relates to the overall terrain, though. There's really only one major mountain range. Everything else is at least half that value. Either 1) this is ok, and just an acceptable outcome of the inputs or 2) I can use gamma correction to modify the map.
But I'll tackle that later.
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