Sorry Will no pictures yet.
There is still lot of work needed to be done in planet generation algorithm. Currently I would need to rewrite my Perline noise like procedure so that instead of generating 2D array of height points wich are then used for calculation rest of the heightpoints on the map it will fill some custom list, with custom objects each representing height point. But besides height this objects would also contain information for points relative position (probably just 3D point). This would alow me sorting them so that I would be able to easily divide my map into various height regions:
1. LowestHeight to 0 = undersea area (mostly flat with smoth height variations)
2. 0 to 15 = beach areas (nise eazy sloped beaches)
3. 15 to 50 = plains (mostly flat with smoth height variations)
4. 50 to 100 = lowlands (various smal hils)
5. 100 to 150 = highlands (various larger hils and hil plathous)
6. 150 to 200 = mountains (various mountains and mountain ranges)
7. 200 to Max height = mountain peaks
Besides making verry nice heightmas this will also provide me with good information to determine wich texture will be used where.
If all would work as I imagined I should get verry realistic maps out of it. But as I sad before completing it would probably take another week time of work if not even more. So I'm afraid that you will have to wait some time after the competition to see my planet generation algorith finally in action.