Let's start with an image that really shows how complex the procedural generation in Blockscape is. The trees "know" how and where they can grow on this very twisted terrain. If you are into procedural terrain generation you will know that this is not really possible without generating the world several times and using the results as inputs to the next step.
This is a nice view of some tropical valley. It also shows a problem with voxel compression: Thin objects like some of the palm tree trunks dissapear in the distance.
Above a massive forest.
I have improved the surface extraction by a factor of 4. The result is a much more detailed terrain and much of the blockiness in the distance is gone.
A new module in the terrain generator calculates some basic erosion on coast lines. Here you can see how the water have created beach like features and revealed some rocks. This gives the landscape a very natural look.
Land mass with a steep slope going into water is something you almost never see IRL. One exception would be new formed coast land near a volcano.
When the growth and tree density is high the trees starts competing for sunlight. The result is tall trunks and a thick canopy layer high up in the air. Welcome to the deep forest. I will give you more info about what you will find here later on.
Entrance to the deep forest. You can also see the erosion module doing its stuff here.
Next post will be about building stuff.