DAS TEXTURE IST HIER
Days of slaving over my algorithms has finally paid off! I have successfully managed to generate a texture from a heightmap and apply it to my random globe. As usual, this is a rough attempt and the visual quality isn’t where I’d like it to be yet, but there are a squillion tweaks that I can do now that I’ve finally cleared the hurdle of randomly generating a texture pixel-by-pixel to begin with.

This graphic is similar to the last one, only with the addition of the texture. At the top is the finished globe; beneath it is the texture that has been applied to it; and beneath that is the extrapolated heightmap that was used to generate the texture.
More Updates will follow shortly. The approach I think I’ll try next is documented here (scroll to the bottom for the ultimate goal), and I think it won’t be long at all until my globes are looking as nice as the terrains there!

Awesome, this really seems to be coming together! Are those bits like the bottom left in the first flat picture where it couldn’t decide it if was shallow enough to be ocean or high enough to be beaches? Seems like they aren’t showing up on the actual globe version, though. Pretty amusing either way to think of huge swathes of ocean only 2 inches deep. And is it just me, or does the ocean in the middle one look a little like a Gerrymander?
Can’t wait to see how this progresses, it’s really interesting.