I've recently been working on a little spaceship flying sim in Unity and want to add planets. Up till now, I've been hand modeling them in Blender. But I want to have a way to generate large planets with heightmaps. While researching the topic, I found this video about a voxel planet game and its tech, Here. In the video, they describe a way to render a planet with low distortion. They also relate it to how No Man's Sky does it.
My question is, Are there other methods of rendering planets that have zero distortion? I would prefer if the answers wouldn't be Unity3D specific since i'm considering switching to Monogame or DirectX.
Thanks in advance!
Edit. I've been asked to describe the distortion. The distortion is what happens when a cube gets mapped to a sphere. The video suggests a method of using shader warping when on the ground but using the method of squishing a cube to a sphere when in space. This method causes a noticeable warp when going from space to ground because it switches rendering methods. My question is if there is a way to prevent that warp and provide a truly seamless transition from space to ground.
One more edit, I have found another video on a seamless planet engine called Outerra here It seems to have no warping when leaving the atmosphere. It can be seen at 0:50 and at2:22 in this video.