Ultra detail and five far looks

The Ternary Gorge from one spot: detail max and the new ultra, where smooth ground comes right up to the chunks round you, then the five new far looks, facets, painted, contour, cel and neon.

Before: the Ternary Gorge from about 85 m over its south rim at 8:54, detail max, far smooth, haze none. The voxel chunks still reach 224 cells out from the camera, so the near rim is striped terraces (bottom left) and the smooth ranges begin only past them.
▶ Go there looks-1-max
Before: the Ternary Gorge from about 85 m over its south rim at 8:54, detail max, far smooth, haze none. The voxel chunks still reach 224 cells out from the camera, so the near rim is striped terraces (bottom left) and the smooth ranges begin only past them.
The same spot at detail ultra, new: the voxels only in the chunk under you and its eight neighbours, and from there a smooth heightfield at every cell (step 1, 72 tiles of 64 out to 256) before the rings of max. The rim is smooth ground now, right up close. 9 chunks against 49, and 1.90 million far triangles against 1.72.
▶ Go there looks-2-ultra
The same spot at detail ultra, new: the voxels only in the chunk under you and its eight neighbours, and from there a smooth heightfield at every cell (step 1, 72 tiles of 64 out to 256) before the rings of max. The rim is smooth ground now, right up close. 9 chunks against 49, and 1.90 million far triangles against 1.72.
Far facets, new: the same heightfield cut into flat faces, each lit by its own normal and given a shade of its own, a low-poly gorge. The Far button cycles the looks; each one is remembered.
▶ Go there looks-3-facets
Far facets, new: the same heightfield cut into flat faces, each lit by its own normal and given a shade of its own, a low-poly gorge. The Far button cycles the looks; each one is remembered.
Far painted, new: the world's own palette read two blocks either side of each point and blended, so the colour bands melt into each other, a brush grain in the colour, and on the steep faces the rock that this palette puts higher up (the grey face on the right).
▶ Go there looks-4-painted
Far painted, new: the world's own palette read two blocks either side of each point and blended, so the colour bands melt into each other, a brush grain in the colour, and on the steep faces the rock that this palette puts higher up (the grey face on the right).
Far contour, new: a gold line every 4 blocks of height and a bright one every 20, laid on the land like a map. The fine lines fade out with distance; the bold ones stay to the horizon.
▶ Go there looks-5-contour
Far contour, new: a gold line every 4 blocks of height and a bright one every 20, laid on the land like a map. The fine lines fade out with distance; the bold ones stay to the horizon.
Far cel, new: three bands of sunlight, measured against what level ground gets, and dark ink where the ground turns away from you, a cartoon gorge. The far side of the rim goes to ink.
▶ Go there looks-6-cel
Far cel, new: three bands of sunlight, measured against what level ground gets, and dark ink where the ground turns away from you, a cartoon gorge. The far side of the rim goes to ink.
Far neon, new: the land dark under a cyan grid every 16 cells and a pink height line every 20 blocks; the river keeps a blue glow.
▶ Go there looks-7-neon
Far neon, new: the land dark under a cyan grid every 16 cells and a pink height line every 20 blocks; the river keeps a blue glow.
Neon at 21:00, under the stars: a night flight over a glowing map of the gorge.
▶ Go there looks-8-neon-night
Neon at 21:00, under the stars: a night flight over a glowing map of the gorge.