Now, the trick is this: each placement repeats this entire process. That means
hugefeatures placelargeones,largefeatures placemediumones,mediumfeatures placesmallones,smallfeatures may place othersmallones (subject tosmall_scatters_small_chance)
The logic for each placement starts from here (i.e. we ignore steps 1 and 2 of the “first placement” because we already know the sizes and we know we’ve started in the correct biome).
This recursive process leads to interesting clusters of features (like the clusters seen in fig. 1), where the intersection of multiple texture stamps can create very complex geological shapes.
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