Procedurally generated voronoi artwork
https://preview.redd.it/foqzz6ry146h1.png?width=12000&format=png&auto=webp&s=f3d27c5febc23886e6bbfe68780bf0b7e41bed37
12000 x 12000 pixels, 400 cell voronoi, Pantone colour labeling.
https://redd.it/1u0iaas
@proceduralgeneration
https://preview.redd.it/foqzz6ry146h1.png?width=12000&format=png&auto=webp&s=f3d27c5febc23886e6bbfe68780bf0b7e41bed37
12000 x 12000 pixels, 400 cell voronoi, Pantone colour labeling.
https://redd.it/1u0iaas
@proceduralgeneration
Procedural sci-fi space skyboxes — nebulae from tileable fbm + a real HDR-encoded sun, seamless equirect→cubemap (free sample)
/r/proceduralgeneration/comments/1u0pzv0/procedural_scifi_space_skyboxes_nebulae_from/
https://redd.it/1u0q39l
@proceduralgeneration
/r/proceduralgeneration/comments/1u0pzv0/procedural_scifi_space_skyboxes_nebulae_from/
https://redd.it/1u0q39l
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Procedural sci-fi space skyboxes — nebulae from tileable fbm + a real HDR-encoded…
Posted by jfsx3 - 0 votes and 0 comments
Procedural sci-fi space skyboxes — nebulae from tileable fbm + a real HDR-encoded sun, seamless equirect→cubemap (free sample)
Made a fully procedural skybox generator (numpy/Pillow, no AI): nebulae are layered tileable fbm, the starfield is seam-safe across the wrap, and the sun/core is encoded as genuine >1 radiance so it exports a real scene-referred .hdr for IBL. Equirect master → 6 cubemap faces.
Put up a free 3-sky sample if anyone wants to use them (full set is 12). Clean license, no scraped data.
https://pack-s.itch.io/nebula-drift-free-sample-3-sci-fi-space-skyboxes-360-cubemap-hdri
Happy to talk about the generation approach.
https://preview.redd.it/6ucd9jdck56h1.png?width=1372&format=png&auto=webp&s=63065cc55435efc6336731ce5cdb0eeead58304f
https://redd.it/1u0pzv0
@proceduralgeneration
Made a fully procedural skybox generator (numpy/Pillow, no AI): nebulae are layered tileable fbm, the starfield is seam-safe across the wrap, and the sun/core is encoded as genuine >1 radiance so it exports a real scene-referred .hdr for IBL. Equirect master → 6 cubemap faces.
Put up a free 3-sky sample if anyone wants to use them (full set is 12). Clean license, no scraped data.
https://pack-s.itch.io/nebula-drift-free-sample-3-sci-fi-space-skyboxes-360-cubemap-hdri
Happy to talk about the generation approach.
https://preview.redd.it/6ucd9jdck56h1.png?width=1372&format=png&auto=webp&s=63065cc55435efc6336731ce5cdb0eeead58304f
https://redd.it/1u0pzv0
@proceduralgeneration
itch.io
Nebula Drift — FREE Sample · 3 Sci-Fi Space Skyboxes (360° + Cubemap + HDRI) by pack_s
3 free seamless 360° space skyboxes — equirect + cubemap + HDR, clean procedural license.
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I created a plugin for Unreal Engine 5 that procedurally generates cliffs from your landscape
https://redd.it/1u14ru8
@proceduralgeneration
https://redd.it/1u14ru8
@proceduralgeneration
Adding texture to my procedural animated creatures
I recently started to learn procedural animation, and while not really good at it yet, I just want to know how to add texture (for example a pixel art that I have) to a limb for example. I am using raylib, so I want a way to do it without an engine. My first thought was to add a texture to each limb, but I want to know if there is a better, or more known approach.
https://redd.it/1u1hxxe
@proceduralgeneration
I recently started to learn procedural animation, and while not really good at it yet, I just want to know how to add texture (for example a pixel art that I have) to a limb for example. I am using raylib, so I want a way to do it without an engine. My first thought was to add a texture to each limb, but I want to know if there is a better, or more known approach.
https://redd.it/1u1hxxe
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
Updates to The Orani Prism - Friends with Bennies, Non-Romantic Relationships, and More
Hello Everyone,
Edit: The Orani Prism is a deterministic settlement generator for TTRPG play, and will eventually be an API tie-in for games, produce VTT exportables, and more.
Over the last week I finished a major piece of the Prism: the full range of how people regard one another, and the ways those feelings shape what they actually do. Residents now carry more than friendships and grudges. They recognize familiar faces, develop quiet one‑sided likes and dislikes, grow into mutual annoyance from too much daily contact, and form alliances of convenience. Their private lives broaden too. Casual ties, affairs, and open relationships now grow out of temperament and circumstance instead of random rolls. A small hamlet ends up with narrow private lives; a larger town ends up with a wider, more varied web.
Those feelings now matter in the simulation. A master won’t take an apprentice he holds in low regard. When a fire, raid, or sickness hits, people stand with those they already trust, and strained relationships harden instead of softening. Crisis events now read the emotional landscape that already exists, so the town reacts like a place full of actual people instead of dice.
Workshops and other buildings now remember who built them and who owns them. When an owner dies, a child inherits it; with no heir, it sits empty for a time. In larger towns, ownerless workshops pass to the council or church. The origin of a structure is never lost, even generations later.
I also cleaned up the engine itself. Redundant logic is gone, disconnected code paths are fixed, and the relationship web and economy now have real test coverage. A long‑standing issue with settlement year persistence is fixed, so ages are correct again. The CSV and TSV text got a polish pass to make the demo read more cleanly while the deeper structure continues to settle.
I go into more detail in the Devlogs.
One last clarification: genre changes the telling, not the math. A horror town and a fantasy town of the same size grow from the same numbers; only the tone and events will differ.
Still ahead are trading behavior, the Loom SDK, and more interface work. The foundation is stronger now, and the town feels more like a place where people actually live.
Here is a link to the demo: https://the-orani-group.itch.io/the-orani-prism-demo
As always, a question for the Actors and Bards:
Actors: What is the best way to convey sensory experience in a format like this? How best would want conveyed sights, sounds, smells, and so on? Would you like it more in a narrative style? Bullet point? The Actor’s Sides are your you, and I want to make the settlement feel alive the way you want.
Bards: I provide you with a gigantic mountain of information. What information is most important for you? What holds the highest priority of order/accessibility? What kinds of demographic or sorting information do you need insight on?
Thank you for your time, see you at the table.
\-The Orani Group
https://redd.it/1u1if0a
@proceduralgeneration
Hello Everyone,
Edit: The Orani Prism is a deterministic settlement generator for TTRPG play, and will eventually be an API tie-in for games, produce VTT exportables, and more.
Over the last week I finished a major piece of the Prism: the full range of how people regard one another, and the ways those feelings shape what they actually do. Residents now carry more than friendships and grudges. They recognize familiar faces, develop quiet one‑sided likes and dislikes, grow into mutual annoyance from too much daily contact, and form alliances of convenience. Their private lives broaden too. Casual ties, affairs, and open relationships now grow out of temperament and circumstance instead of random rolls. A small hamlet ends up with narrow private lives; a larger town ends up with a wider, more varied web.
Those feelings now matter in the simulation. A master won’t take an apprentice he holds in low regard. When a fire, raid, or sickness hits, people stand with those they already trust, and strained relationships harden instead of softening. Crisis events now read the emotional landscape that already exists, so the town reacts like a place full of actual people instead of dice.
Workshops and other buildings now remember who built them and who owns them. When an owner dies, a child inherits it; with no heir, it sits empty for a time. In larger towns, ownerless workshops pass to the council or church. The origin of a structure is never lost, even generations later.
I also cleaned up the engine itself. Redundant logic is gone, disconnected code paths are fixed, and the relationship web and economy now have real test coverage. A long‑standing issue with settlement year persistence is fixed, so ages are correct again. The CSV and TSV text got a polish pass to make the demo read more cleanly while the deeper structure continues to settle.
I go into more detail in the Devlogs.
One last clarification: genre changes the telling, not the math. A horror town and a fantasy town of the same size grow from the same numbers; only the tone and events will differ.
Still ahead are trading behavior, the Loom SDK, and more interface work. The foundation is stronger now, and the town feels more like a place where people actually live.
Here is a link to the demo: https://the-orani-group.itch.io/the-orani-prism-demo
As always, a question for the Actors and Bards:
Actors: What is the best way to convey sensory experience in a format like this? How best would want conveyed sights, sounds, smells, and so on? Would you like it more in a narrative style? Bullet point? The Actor’s Sides are your you, and I want to make the settlement feel alive the way you want.
Bards: I provide you with a gigantic mountain of information. What information is most important for you? What holds the highest priority of order/accessibility? What kinds of demographic or sorting information do you need insight on?
Thank you for your time, see you at the table.
\-The Orani Group
https://redd.it/1u1if0a
@proceduralgeneration
itch.io
The Orani Prism - Demo by The Orani Group
A first look into how the Actor’s Sides, Bard’s Screenplay, and Playwright’s Globe generators work. Play in your browser
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Procedural Sudoku - Substance Designer Generator (with Breakdown)
https://redd.it/1u1l4yv
@proceduralgeneration
https://redd.it/1u1l4yv
@proceduralgeneration
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Walking and flying around in my expansive mountain forest
https://redd.it/1u1ys5u
@proceduralgeneration
https://redd.it/1u1ys5u
@proceduralgeneration
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[Release] LongExposureFX COMP | An experimental temporal ghosting toolkit
https://redd.it/1u24dod
@proceduralgeneration
https://redd.it/1u24dod
@proceduralgeneration
Building personalities in LÖVE2D: every character is constantly changing
https://redd.it/1u28rga
@proceduralgeneration
https://redd.it/1u28rga
@proceduralgeneration
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my procedurally generated solar system that I put a colony into :)
https://redd.it/1u2a947
@proceduralgeneration
https://redd.it/1u2a947
@proceduralgeneration