Perlin cube/noise in nature
I’m getting into a new topic about this kind of stuff and wanted to branch out into things of nature with it. I’m familiar with the classic topography use and terrain generation for a 2d perlin noise, but I want to know where it would appear in actuality in its cube form. Maybe even seeing the negative space being purposed over the original would be interesting to learn about. Any help is appreciated.
https://redd.it/16634jp
@proceduralgeneration
I’m getting into a new topic about this kind of stuff and wanted to branch out into things of nature with it. I’m familiar with the classic topography use and terrain generation for a 2d perlin noise, but I want to know where it would appear in actuality in its cube form. Maybe even seeing the negative space being purposed over the original would be interesting to learn about. Any help is appreciated.
https://redd.it/16634jp
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
4096x4096 render of a valheim style radial biome world map. 16 Km radius world.
https://redd.it/1669gra
@proceduralgeneration
https://redd.it/1669gra
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: 4096x4096 render of a valheim style radial biome world map. 16 Km radius world.
Explore this post and more from the proceduralgeneration community
How would you approach cutting out a terrain like this? I'm struggling to imagine a system that takes both terrain features and arbitrary lines and combines them for a realistic border.
https://redd.it/167ikii
@proceduralgeneration
https://redd.it/167ikii
@proceduralgeneration
procedural terrain with grass and wind
https://youtu.be/t-cyS5IXdoM?feature=shared
https://redd.it/167kk0f
@proceduralgeneration
https://youtu.be/t-cyS5IXdoM?feature=shared
https://redd.it/167kk0f
@proceduralgeneration
YouTube
OpenGL grass demo 02
Windy hills.
Textures from FreePBR.com
List of features currently implemented into the Antares Engine:
. PBR materials
. HDR
. tone mapping
. normal mapping
. parallax occlusion mapping (with self shadowing)
. shadow mapping
. omnidirectional shadow maps…
Textures from FreePBR.com
List of features currently implemented into the Antares Engine:
. PBR materials
. HDR
. tone mapping
. normal mapping
. parallax occlusion mapping (with self shadowing)
. shadow mapping
. omnidirectional shadow maps…
Revised generation for Wild West forest biome in Forty-Niner
https://redd.it/167yu4a
@proceduralgeneration
https://redd.it/167yu4a
@proceduralgeneration
Question: Does someone here ever made something to correct an flaw in an image ? like PixelArt ?
So here is the Problem in Pixelart there are some rules that let pixelart look good.
But in complex pictures its hard to find every flaw, for example
Pixelart Lines need to be like this
http://rjanes.com/images/tutorials/introduction/Tutorial1-LineArt1.png
and curves like this:
http://rjanes.com/images/tutorials/introduction/Tutorial1-LineArt4.png
Now my question is ,is it possible for an script to detect wrong lines and/or curves and mark/correct them on the fly in the right form with overpainting ???
https://redd.it/16834p3
@proceduralgeneration
So here is the Problem in Pixelart there are some rules that let pixelart look good.
But in complex pictures its hard to find every flaw, for example
Pixelart Lines need to be like this
http://rjanes.com/images/tutorials/introduction/Tutorial1-LineArt1.png
and curves like this:
http://rjanes.com/images/tutorials/introduction/Tutorial1-LineArt4.png
Now my question is ,is it possible for an script to detect wrong lines and/or curves and mark/correct them on the fly in the right form with overpainting ???
https://redd.it/16834p3
@proceduralgeneration
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Creating procedural vegetation (L-System) until I don't suck at it | Houdini - part 1 (result in the video)
https://redd.it/1684mkg
@proceduralgeneration
https://redd.it/1684mkg
@proceduralgeneration