How Do You Know Which Mathematical Functions to Use for Procedural Texturing?
Hi everyone,
I recently started learning about procedural texturing, and I'm a bit confused about the creative process behind it.
When you have a specific texture in mind, how do you know which mathematical functions to use to create it?
I'm trying to understand how you go from "I want this texture" to "these are the mathematical building blocks I should use."
Thanks!
https://redd.it/1uaenqr
@proceduralgeneration
Hi everyone,
I recently started learning about procedural texturing, and I'm a bit confused about the creative process behind it.
When you have a specific texture in mind, how do you know which mathematical functions to use to create it?
I'm trying to understand how you go from "I want this texture" to "these are the mathematical building blocks I should use."
Thanks!
https://redd.it/1uaenqr
@proceduralgeneration
Reddit
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What to do with bad algorithm generations?
Main path generated by the algorithm
Hello there!
I recently started working on procedural generation algorithm, based on this generator, but with some changes:
\- Start and end room have special, slightly random spawn location
\- The rest of rooms are placed randomly
\- System generates main path first (start room, through one special room to exit room)
\- I will add other rooms / hallways later
For now I got working algorithm, I scripted automatic test to generate dungeon 100 times and count whenever is complete and I got 70 - 80% success rate.
But there is a problem I wonder about - How to handle this 20 - 30% of bad generations? should I try to repair them or just throw it away and generate it once more time? But if so, I will need to change the seed, that means that seed is not able to generate anything complete? How it's handled in popular games?
https://redd.it/1uarlnr
@proceduralgeneration
Main path generated by the algorithm
Hello there!
I recently started working on procedural generation algorithm, based on this generator, but with some changes:
\- Start and end room have special, slightly random spawn location
\- The rest of rooms are placed randomly
\- System generates main path first (start room, through one special room to exit room)
\- I will add other rooms / hallways later
For now I got working algorithm, I scripted automatic test to generate dungeon 100 times and count whenever is complete and I got 70 - 80% success rate.
But there is a problem I wonder about - How to handle this 20 - 30% of bad generations? should I try to repair them or just throw it away and generate it once more time? But if so, I will need to change the seed, that means that seed is not able to generate anything complete? How it's handled in popular games?
https://redd.it/1uarlnr
@proceduralgeneration
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https://preview.redd.it/spsr449nvf8h1.png?width=1875&format=png&auto=webp&s=73e359213e53f0ea91637005314f6b27777b68ad
I am amateur in the field and would really appreciate some advice
https://redd.it/1uawx0b
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https://preview.redd.it/spsr449nvf8h1.png?width=1875&format=png&auto=webp&s=73e359213e53f0ea91637005314f6b27777b68ad
I am amateur in the field and would really appreciate some advice
https://redd.it/1uawx0b
@proceduralgeneration
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https://youtu.be/sZGtjtvKfMA?si=NftqHZao5qykvIfj
https://redd.it/1ubl6zu
@proceduralgeneration
YouTube
Trip Simulation - Knife Party - 404 (Fan Video)
NOTE: I DO NOT OWN THIS MUSIC I AM ONLY USING IT TO TEST
I do not condone or encourage the use of illicit substances.
Testing out a psychedelic trip simulation I have been working on. The audio distorts during higher intensity visuals.
I do not condone or encourage the use of illicit substances.
Testing out a psychedelic trip simulation I have been working on. The audio distorts during higher intensity visuals.