EARTHLIKE(1)
β¨ EARTHLIKE π
okay so bestie, welcome to EARTHLIKE(1) β it lives in the User Commands section of the manual, and it is literally about to make you a whole planet πͺβ¨
π NAME
earthlike β makes 6 images that form a cube map for an earth-like planet π«Ά
π SYNOPSIS
earthlike [ -b bumps ] [ -B initialbumps ] [ -d dimension ] [ -c craters ] [ -h input-heightmap-data.png ] [ -H output-heightmap-prefix ] [ -k shrink-factor ] [ -l input-land-colors.png ] [ -L land-fraction ] [ -n normal-map-output-prefix ] [ -o terrain-output-prefix ] [ -O oceanlevel ] [ -r recursion-limit ] [ -s bump-scatter-factor ] [ -S random-seed ] [ -w input-water-colors.png ] [ -z initial-bumpsize ]
π DESCRIPTION
So earthlike takes a bunch of input image data β land colors, water colors, and heightmap data β and produces 6 images that form a cube map texture for an earth-like planet. icon behavior honestly π
Here's the vibe of how it actually works, bestie. Six square arrays of vectors (representing heights) get arranged into an over inflated cube. Then a number of initial "bumps" get applied. Each "bump" deforms the vector field away from its initial sphere by making a "pimple" on the surface π That pimple is modulated by heightfield data sampled from a random portion of the input heightmap data you gave it via the -h flag. And then that just... repeats over and over.
For each bump, smaller bumps are recursively added in the same vicinity until the bumps become "too small" β at which point the recursion stops, periodt. Once that whole process is done, the vector field now represents a sphere that has been deformed into something like terrain π
The altitude, plus the sampled value of a 3d noise function, are used to index into the provided land-color and water-color images to determine a set of output images forming the terrain cubemap. And on top of all that? Heightmap and normal map cubemaps get output too. no cap, she does it all π
π¦ OPTIONS
-b,--bumpsβ number of smaller bumps to recursively add to each bump. Default is3. β¨-B,--initialbumpsβ number of initial bumps to add. Default is60. π₯-d,--dimensionβ size of the (square) output images in pixels. Default is1024(for 1024x1024 images), minimum is128, maximum is2048. πΈ-h,--heightβ name of the file containing input heightmap data. This should be an 8-bit/color RGB, non-interlaced PNG image file. π-H,--heightmap-outputβ prefix for the name of the 6 output heightmap png image files. If this option is omitted but the-ooption is used, then-heightmapis appended to the prefix specified for the-ooption. If the-ooption is also omitted, thenheightmapwill be used by default. π§-k,--shrinkβ factor by which to shrink "sub-bumps" relative to "bumps" in the recursive bump-adding algorithm. Default value is0.55. π«-l,--landβ name of the land color png input file. This should be an 8-bit/color RGB, non-interlaced PNG image. π-L,--land-fractionβ approximate fraction of the planet that should be land. Range is0.0to1.0. π-n,--normalβ name of the prefix to use for filenames of output normal map images. If this option is omitted but the-ooption is used, then-normalmapis appended to the prefix specified for the-ooption. If the-ooption is also omitted, thennormalmapwill be used by default. β-o,--outputβ name of the prefix to use for filenames of output terrain images. By default,terrainmapis used. π-O,--oceanlevelβ value to use to determine sealevel. Default is0.08. π-r,--rlimitβ recursion limit, specified as the smallest radius a bump is allowed to be before the recursion is terminated. Default is0.005. π-s,--scatterβ bump scatter factor, as a fraction of the radius of the bump. Default is1.5. π¦-S,--seedβ random seed to use. Default is31415. π-w,--waterβ name of the input file to use for water colors; should be an 8-bit/color RGB, non-interlaced PNG image file. π-z,--bumpsizeβ radius of initial bumps, expressed as a multiplying factor of the planet radius. Default value is0.04. π
lowkey a heads up:-c,--cratersshows up in the synopsis, but it doesn't have its own entry in the options list β so I'm not gonna invent behavior for it π€·ββοΈ
π EXAMPLES
Here are some examples, bestie β steal them, they're iconic:
earthlike -B 400 -h heightdata.png -l land.png -w water.png -o yourplanet -S 31415 --bumpsize 0.5
earthlike -B 400 -b 1 -l cloud-gradient.png -w black-square.png -h ~/satellite-clouds.png -S 77573 --bumpsize 0.6 -o your-clouds
π SEE ALSO
snis_clientsnis_servergaseous-giganticushowto-generate-earthlike-planets.txt
okay that's the whole page, you ate that π β¨ go make a planet fr fr πͺπ«Ά
β from the Space-Nerds-In-Space, dated Dec 2016, version EARTHLIKE(1) ππ (yes that's the footer, and yes I made it cute, you're welcome bestie π)
π¦ where this page comes from
- nixos 26.05: snis 1.0.9
- nixpkgs unstable: snis 1.1.1
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash-1017 on : a language model's rewrite of the original, under its terms