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So there is very heavy C+T concentration in a few areas, and essentially flat elsewhere. Same with D, but at least its not in the same spots.
While IDW gives a nice smooth interpolation, I want it to be a bit spikier. The top-left continent should have a small C band running across it, yet this is smoothed all the way out (with small whiter patches where T is dominant).
The problem with IDW is that it does not know that the value is supposed to drop off from the actual fault line. Instead, it's a smooth interpolation. Which is good for many other things, but might be a bad design choice here.
What about a multi-modal Gaussian? I could determine the distance to the different peaks, have a controllable drop-off, and then sum it all together to get a nice smooth distribution.
Much better. I could improve a few things, of course. The simulation takes a long time to run still, but that has more to do with the distance calculation - I have to calculate every hex's distance from every other hex.
So the uplift becomes:
This uses $c=1.0, t=0.5, d=-0.3$ for weighting factors, with an additional gamma correction of $\gamma=5$. Gamma correction is common in photomanipulation, but if you want to do it by hand, use this formula:
\[x' = x^{1/\gamma}\]
Where $x$ is your scalar between 0 and 1. This adjusts where the "average" greyscale value is, and can therefore be useful if an image is too bright or dark, while maintaining the 0-1 scale. All in all, there's a nice Fresnel effect going on here.
A niggling thought has entered my mind that I should do like everyone else and build coastlines from the ground up terrain generation. We'll see how things go...it's very tempting. A lot of the highest uplift here is beneath the sea! And many divergent boundaries cross the land (which isn't wrong, but uncommon).
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