procedural generation
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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
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
Revised generation for Wild West forest biome in Forty-Niner
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
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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