A diffuse and specular texture map are algorithmically generated from the heightfield data to provide the same effect as a volume-based texture. The color scheme of the mountain was based on both height and noise to simulate rock strata. Snow is algorithmically grown on the mountain using a probability density function which takes into account the height of the point and its slope. High or flat areas are likely to have snow, while low or steep mountain faces are not. Rivers are also algorithmically grown.
Rivers begin at randomly chosen nucleation points and follow the path of steepest decent to the sea.
The river will pool in valleys until it climbs the walls. A corresponding specular map is also generated to add reflective properties to the snow and water but not to the mountain itself. More details for the interested. The Space Bar by Michael Bax and Chris Quartetti Michael and Chris won second place with their candlelit wine bottle scene. The moon is similarly texture-mapped.