infinite Realistic terrain in Unreal Engine
​
https://i.redd.it/z1chvu2i8vjb1.gif
used auto-material, height curves and multiple noises to achieve these results. Check out the tutorial if you are interested and please let me know what do you think)
link: https://youtu.be/KbVpX60-A1g
https://redd.it/15z4opx
@proceduralgeneration
​
https://i.redd.it/z1chvu2i8vjb1.gif
used auto-material, height curves and multiple noises to achieve these results. Check out the tutorial if you are interested and please let me know what do you think)
link: https://youtu.be/KbVpX60-A1g
https://redd.it/15z4opx
@proceduralgeneration
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[WIP-01] Procedural stylized wooden floor from input curve (or from square) | Houdini
https://redd.it/160rcqp
@proceduralgeneration
https://redd.it/160rcqp
@proceduralgeneration
Design Direction Struggles - Unity Behaviour Tree Grid Based ProcGen Tool
Hi, I've been developing an editor tool in unity that allows you to create buildings from placing tiles and using behaviour trees to populate those tiles with prefabs, along with a separate scripting interface.
Each iteration of the tree passes through a spawn context which contains information around the type of piece, e.g wall, floor, ceiling, etc, along with a bunch of other helper methods to make decisions. Nodes can use that information to either discard, enrich or action into an instance.
The end goal is to have a palette of profiles that can be used to construct a city and have the tool be easy to integrate with using a variety of modular kits.
There are a few doubts/concerns that I have:
# Constraints From Using a Tile System
* I've looked at a range of modular kits and noticed that they often have inconsistent pivot points, awkwardly sized dimensions, modules that don't scale with powers of 2, making them difficult to integrate since it requires manually repositioning of the pivot points and resizing.
* Whilst it supports using prefabs of multiple dimensions, it often makes the behaviour tree more complex. For example, buildings often have a ground floor that is higher than intermediate floors. To integrate this, you'd either need to make sure the ground floor wall covers two vertical tiles and specify in the tree not to spawn anything on the first floor, or you'd need to translate all the above instances down to sit on top of the ground floor, which feels a bit hacky.
# Using Behaviour Trees
Behaviour trees are traditionally used for AI. I have only found one example online where they are used for ProcGen and it was from some students who did some [good research](https://ceur-ws.org/Vol-3217/paper11.pdf) but there isn't much else on the subject. Since I am new to ProcGen, I wonder if this is a suitable system to use. There is however an option to integrate entirely with code which some people may prefer, but the implementations are highly specific and it doesn't benefit from the node based system.
# Prefabs or Mesh Generation?
I was initially motivated to created this tool because of how painful it was to assemble modular assets in unity, although I feel like the node structure lends well to mesh generation and has potential in that direction, but there are issues with both approaches:
**Prefabs**
* Standardization is a nightmare
* Instantiating prefabs has a performance overhead - causes a few seconds delay when adding tiles to an existing structure. Despite this being an editor tool, the wait can be quite jarring.
​
**Mesh Generation**
* More likely to yield a high poly count since detail would have to come from geometry
* User would have to implement their own mesh generation nodes to get their desired appearance
* I'm guessing dealing with UV's would be a nightmare? Meaning the workflow would involve generating the mesh in unity, exporting to some 3d software to manually unwrap and texture etc which is quite involved
# Summary
Apologies for the long post, I'm in design hell with this tool and unsure what direction to take it in. If anyone has any suggestions or feedback it would be very welcome. Also, let me know if you think this tool is of any use in its current form. Thanks!
[https://gyazo.com/f2029b932af24f81286cefe82708b29b](https://gyazo.com/f2029b932af24f81286cefe82708b29b)
https://preview.redd.it/ayqcjnaxz8kb1.png?width=1434&format=png&auto=webp&s=0e9c9fca6e232b0fd5cadda2fb48db1940ce83f0
https://preview.redd.it/xi0xitkr19kb1.png?width=1056&format=png&auto=webp&s=674be64db17e57f3ae9f6a6d080791054ed84fb4
​
https://redd.it/1610hyl
@proceduralgeneration
Hi, I've been developing an editor tool in unity that allows you to create buildings from placing tiles and using behaviour trees to populate those tiles with prefabs, along with a separate scripting interface.
Each iteration of the tree passes through a spawn context which contains information around the type of piece, e.g wall, floor, ceiling, etc, along with a bunch of other helper methods to make decisions. Nodes can use that information to either discard, enrich or action into an instance.
The end goal is to have a palette of profiles that can be used to construct a city and have the tool be easy to integrate with using a variety of modular kits.
There are a few doubts/concerns that I have:
# Constraints From Using a Tile System
* I've looked at a range of modular kits and noticed that they often have inconsistent pivot points, awkwardly sized dimensions, modules that don't scale with powers of 2, making them difficult to integrate since it requires manually repositioning of the pivot points and resizing.
* Whilst it supports using prefabs of multiple dimensions, it often makes the behaviour tree more complex. For example, buildings often have a ground floor that is higher than intermediate floors. To integrate this, you'd either need to make sure the ground floor wall covers two vertical tiles and specify in the tree not to spawn anything on the first floor, or you'd need to translate all the above instances down to sit on top of the ground floor, which feels a bit hacky.
# Using Behaviour Trees
Behaviour trees are traditionally used for AI. I have only found one example online where they are used for ProcGen and it was from some students who did some [good research](https://ceur-ws.org/Vol-3217/paper11.pdf) but there isn't much else on the subject. Since I am new to ProcGen, I wonder if this is a suitable system to use. There is however an option to integrate entirely with code which some people may prefer, but the implementations are highly specific and it doesn't benefit from the node based system.
# Prefabs or Mesh Generation?
I was initially motivated to created this tool because of how painful it was to assemble modular assets in unity, although I feel like the node structure lends well to mesh generation and has potential in that direction, but there are issues with both approaches:
**Prefabs**
* Standardization is a nightmare
* Instantiating prefabs has a performance overhead - causes a few seconds delay when adding tiles to an existing structure. Despite this being an editor tool, the wait can be quite jarring.
​
**Mesh Generation**
* More likely to yield a high poly count since detail would have to come from geometry
* User would have to implement their own mesh generation nodes to get their desired appearance
* I'm guessing dealing with UV's would be a nightmare? Meaning the workflow would involve generating the mesh in unity, exporting to some 3d software to manually unwrap and texture etc which is quite involved
# Summary
Apologies for the long post, I'm in design hell with this tool and unsure what direction to take it in. If anyone has any suggestions or feedback it would be very welcome. Also, let me know if you think this tool is of any use in its current form. Thanks!
[https://gyazo.com/f2029b932af24f81286cefe82708b29b](https://gyazo.com/f2029b932af24f81286cefe82708b29b)
https://preview.redd.it/ayqcjnaxz8kb1.png?width=1434&format=png&auto=webp&s=0e9c9fca6e232b0fd5cadda2fb48db1940ce83f0
https://preview.redd.it/xi0xitkr19kb1.png?width=1056&format=png&auto=webp&s=674be64db17e57f3ae9f6a6d080791054ed84fb4
​
https://redd.it/1610hyl
@proceduralgeneration
GDMC 2023 - Winner presentation of the 6th AI Settlement Generation Chal...
https://youtube.com/watch?v=onXUUhefLyY&si=0x18RvN00kpF3j6W
https://redd.it/1612urf
@proceduralgeneration
https://youtube.com/watch?v=onXUUhefLyY&si=0x18RvN00kpF3j6W
https://redd.it/1612urf
@proceduralgeneration
YouTube
GDMC 2023 - Winner presentation of the 6th AI Settlement Generation Challenge in Minecraft
We present the winner of the 6th annual AI Settlement Generation Challenge in Minecraft, an AI coding competition open for everyone that is about making an algorithm that can, by itself, generate an interesting Minecraft settlement, that fits into an unseen…
Added road billboards and road skirts to the procgen city side-project (video link is in comments)
https://redd.it/161c71m
@proceduralgeneration
https://redd.it/161c71m
@proceduralgeneration
This Map Does Not Exist, an infinite procedurally generated map proof-of-concept (demo)
https://terrain.sshh.io/
https://redd.it/161gyxa
@proceduralgeneration
https://terrain.sshh.io/
https://redd.it/161gyxa
@proceduralgeneration
terrain.sshh.io
Terrain Diffusion
A proof of concept infinite map built with StableDiffusion 2
How to Loop Animation inside Houdini | Houdini Tutorial
https://youtu.be/EqwGSU7vVo0
https://redd.it/1620b9b
@proceduralgeneration
https://youtu.be/EqwGSU7vVo0
https://redd.it/1620b9b
@proceduralgeneration
YouTube
How to Loop Animation inside Houdini | Houdini Tutorial
Website Link - https://www.fxguru.in/
In this Houdini tutorial, we'll show you how to loop animation inside Houdini. This is a common task that animators use to create a continuous motion animation.
Like, Share and Subscribe.
#houdini #cgi #vfx #fxguru…
In this Houdini tutorial, we'll show you how to loop animation inside Houdini. This is a common task that animators use to create a continuous motion animation.
Like, Share and Subscribe.
#houdini #cgi #vfx #fxguru…
Procedural hand for magicavoxel. A controlled hand with customizable shapes can look like a cartoon or like a zombie. the generated models have bones inside the flesh. boosty.to/mode_vis
https://youtu.be/Gl0YAHNjeJ8
https://redd.it/161zgge
@proceduralgeneration
https://youtu.be/Gl0YAHNjeJ8
https://redd.it/161zgge
@proceduralgeneration
boosty.to
mode_vis - </> Shaders | Procedural | Tools for MagicaVoxel
Hi! I am mode_vis and i'm creating software tools for MagicaVoxel shaders </> | console commands |.vox models, palettes and other resources that allow you to quickly create magnificent three-dimensional voxel models. Here I'm going to share with you…
How to create aquifers/cave lakes?
How would you generate aquifers or lakes in caves similar to the ones in Minecraft? I know it is to do with areas having a local water level, but how would you achieve that? Here is an image of a result I am looking for... As you can see there are two different local water levels here
https://preview.redd.it/0kmsj0yvcokb1.jpg?width=1920&format=pjpg&auto=webp&s=927313625f449d1b9ef8bd2d283ff9a25b7c9a73
https://redd.it/162u0m0
@proceduralgeneration
How would you generate aquifers or lakes in caves similar to the ones in Minecraft? I know it is to do with areas having a local water level, but how would you achieve that? Here is an image of a result I am looking for... As you can see there are two different local water levels here
https://preview.redd.it/0kmsj0yvcokb1.jpg?width=1920&format=pjpg&auto=webp&s=927313625f449d1b9ef8bd2d283ff9a25b7c9a73
https://redd.it/162u0m0
@proceduralgeneration
A few starting areas from our game Icaria. LMK what you think!
https://redd.it/163007b
@proceduralgeneration
https://redd.it/163007b
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: A few starting areas from our game Icaria. LMK what you think!
Explore this post and more from the proceduralgeneration community