american plate moved west.)
anyway, back to my point. as you can see, every ridge is lined up with this trench, or at least has some kind of deformation that has to do with this trench. This started making me look at all of the other trenches in the picture.
https://preview.redd.it/c8obxz8bqcbh1.png?width=609&format=png&auto=webp&s=8a7cd195eca288ed47eb4f489eb085ae35da8432
if you can't see it yet, I'm going to show it to you in the next picture. but what I started to notice was that all of the mountains could be divided up into cells.
https://preview.redd.it/2l3eb54qrcbh1.png?width=614&format=png&auto=webp&s=a8f5e3e562776a26cc8111e58724738d0947b1e6
So while I was able to see the cells, I also thought of a pretty simple solution to trying to see if something like this would work.
step 1: calculate voronoi cells on the macro level of the formation of mountains.
step 2: randomly combine the voronoi cells that are aligned perpendicular to the direction the plate underneath is moving.
step 3: calculate a gradient from black at the edges of the newly combined cells, to white in the middle of the newly combined cells.
step 4: add perlin noise inside of each cell so that the perlin noise is just a bit of timbre on top of the voronoi gradient.
step 5: add runevision's erosion as even more of some timbre in order to generate the best looking mountains.
and while this worked, it wasn't perfect. or rather, in the real world, there are mountains that look exactly like what I just said, however, there's something that doesn't look exactly like what I just said.
the picture above does it even more service if you were to look up close at the mountains themselves. there's something that cuts into the mountains that can't be replicated by runevision's erosion alone. Something that was carved out of those mountains starting around 250 thousand years ago. What carved that out?
Glaciers
When I had started working on this, I had started to think that there's going to be a lot of different types of erosion that goes into the concept.
this all culminated in the idea: use the same method you used to increase the height of the mountains, but this time use the method to decrease the height of the mountains.
step 1: inside the larger cells of voronoi noise, create new voronoi cells.
step 2: calculate which cells of voronoi noise has the highest height
step 3: combine all of the cells linearly towards the edge of the cell while not combining the highest cell.
step 4: cut out the glacial valleys from the mountain to the edges of the large cells by inverting the gradient by using black on the inside of the cells, and white on the outside of the cells.
add this layer as a mask on top of the original height map. and you definitely have a lot of things cut out.
https://preview.redd.it/y1xe9zuevcbh1.png?width=297&format=png&auto=webp&s=632aec713eed3193d217a77d3c150adbe4a6e220
as of right now, this is what I was able to generate, but it definitely has a lot of issues with it.
While it does give a lot of uniquely great glacial erosion for it cutting into the landscape, I was not able to figure out why it would cut into the top of the mountain, for some of the parts, it has something like bowls that are a bit difficult to look at, and another problem is that the glacial mask raises the height towards the lower part because of the gradient continuing on all edges of the smaller cells of the voronoi noise.
as you can see there are a lot of green pixels inside of the brown areas of the cells, and that's partly due to the erosion filter from runevision's being applied a little bit too strongly here, but at the same time, part of me also thinks that some things like that actually do happen. I'm just unsure if I'm okay with letting that occur.
one thing that helps a lot with these are actually the cell deformation. random cell deformation actually helps a lot with the valleys being curved while also not being so curved that they lose their alignment. while I did make the chance of it a percent chance of the large
anyway, back to my point. as you can see, every ridge is lined up with this trench, or at least has some kind of deformation that has to do with this trench. This started making me look at all of the other trenches in the picture.
https://preview.redd.it/c8obxz8bqcbh1.png?width=609&format=png&auto=webp&s=8a7cd195eca288ed47eb4f489eb085ae35da8432
if you can't see it yet, I'm going to show it to you in the next picture. but what I started to notice was that all of the mountains could be divided up into cells.
https://preview.redd.it/2l3eb54qrcbh1.png?width=614&format=png&auto=webp&s=a8f5e3e562776a26cc8111e58724738d0947b1e6
So while I was able to see the cells, I also thought of a pretty simple solution to trying to see if something like this would work.
step 1: calculate voronoi cells on the macro level of the formation of mountains.
step 2: randomly combine the voronoi cells that are aligned perpendicular to the direction the plate underneath is moving.
step 3: calculate a gradient from black at the edges of the newly combined cells, to white in the middle of the newly combined cells.
step 4: add perlin noise inside of each cell so that the perlin noise is just a bit of timbre on top of the voronoi gradient.
step 5: add runevision's erosion as even more of some timbre in order to generate the best looking mountains.
and while this worked, it wasn't perfect. or rather, in the real world, there are mountains that look exactly like what I just said, however, there's something that doesn't look exactly like what I just said.
the picture above does it even more service if you were to look up close at the mountains themselves. there's something that cuts into the mountains that can't be replicated by runevision's erosion alone. Something that was carved out of those mountains starting around 250 thousand years ago. What carved that out?
Glaciers
When I had started working on this, I had started to think that there's going to be a lot of different types of erosion that goes into the concept.
this all culminated in the idea: use the same method you used to increase the height of the mountains, but this time use the method to decrease the height of the mountains.
step 1: inside the larger cells of voronoi noise, create new voronoi cells.
step 2: calculate which cells of voronoi noise has the highest height
step 3: combine all of the cells linearly towards the edge of the cell while not combining the highest cell.
step 4: cut out the glacial valleys from the mountain to the edges of the large cells by inverting the gradient by using black on the inside of the cells, and white on the outside of the cells.
add this layer as a mask on top of the original height map. and you definitely have a lot of things cut out.
https://preview.redd.it/y1xe9zuevcbh1.png?width=297&format=png&auto=webp&s=632aec713eed3193d217a77d3c150adbe4a6e220
as of right now, this is what I was able to generate, but it definitely has a lot of issues with it.
While it does give a lot of uniquely great glacial erosion for it cutting into the landscape, I was not able to figure out why it would cut into the top of the mountain, for some of the parts, it has something like bowls that are a bit difficult to look at, and another problem is that the glacial mask raises the height towards the lower part because of the gradient continuing on all edges of the smaller cells of the voronoi noise.
as you can see there are a lot of green pixels inside of the brown areas of the cells, and that's partly due to the erosion filter from runevision's being applied a little bit too strongly here, but at the same time, part of me also thinks that some things like that actually do happen. I'm just unsure if I'm okay with letting that occur.
one thing that helps a lot with these are actually the cell deformation. random cell deformation actually helps a lot with the valleys being curved while also not being so curved that they lose their alignment. while I did make the chance of it a percent chance of the large
cells merging on the y axis, there are some caveats with how you could calculate the actual direction you want it to deform.
anyway. while I have an artistic mind, I'm not without my faults. All that I will say is that my project continues today without stop. I'm just going to keep working on it until I die. but for all of you out there seeing this or reading this, I hope that you create something better, and can put me in my place someday.
https://redd.it/1unv7a5
@proceduralgeneration
anyway. while I have an artistic mind, I'm not without my faults. All that I will say is that my project continues today without stop. I'm just going to keep working on it until I die. but for all of you out there seeing this or reading this, I hope that you create something better, and can put me in my place someday.
https://redd.it/1unv7a5
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
This media is not supported in your browser
VIEW IN TELEGRAM
Stochastic Geomorphological Transport for Terrain Erosion Simulation [Paper + Code]
https://redd.it/1uo5wze
@proceduralgeneration
https://redd.it/1uo5wze
@proceduralgeneration
What is a good Pipeline for a realistic Worldgen? Im not happy with mine right now and since im wether an expert nor have had any feedback on my current progress, what do you think of this? Is there a proper way to go about things?
The Goal is for a realistic World mostly in the form of a continent or big Island/s.
1. World Seed + Settings
2. Plate Graph / Macro Regions
3. Plate Motion + Boundary Classification
4. Uplift / Subsidence / Fault Maps
5. Base Heightmap:
\- continents
\- ocean basins
\- shelves
\- mountain chains
\- rifts
\- basins
6. Rock / Soil / Erodibility Map
7. First Climate Pass:
\- temperature
\- precipitation
\- wind
\- rain shadow
\- evaporation
\- snowline
8. Initial Hydrology:
\- depression handling
\- flow direction
\- flow accumulation
\- basins
\- first river candidates
\- lake candidates
9. Erosion Loop:
repeat 2–8 times:
flow accumulation
fluvial incision
sediment transport
deposition
thermal erosion
optional glacial erosion
10. Recalculate Final Hydrology:
\- rivers
\- lakes
\- wetlands
\- deltas
\- waterfalls/rapids
\- floodplains
11. Detail Terrain:
\- ridge detail
\- ravines
\- local noise
\- cliffs
\- river meanders
\- beaches
\- scree
\- caves optional
12. Biomes:
\- temperature
\- precipitation
\- height
\- soil
\- drainage
\- distance to coast
\- river/lake proximity
13. Gameplay Layer:
\- resources
\- settlement candidates
\- road passes
\- river ports
\- trade chokepoints
\- danger/civilization score
\- faction territories
https://redd.it/1uo6v7d
@proceduralgeneration
The Goal is for a realistic World mostly in the form of a continent or big Island/s.
1. World Seed + Settings
2. Plate Graph / Macro Regions
3. Plate Motion + Boundary Classification
4. Uplift / Subsidence / Fault Maps
5. Base Heightmap:
\- continents
\- ocean basins
\- shelves
\- mountain chains
\- rifts
\- basins
6. Rock / Soil / Erodibility Map
7. First Climate Pass:
\- temperature
\- precipitation
\- wind
\- rain shadow
\- evaporation
\- snowline
8. Initial Hydrology:
\- depression handling
\- flow direction
\- flow accumulation
\- basins
\- first river candidates
\- lake candidates
9. Erosion Loop:
repeat 2–8 times:
flow accumulation
fluvial incision
sediment transport
deposition
thermal erosion
optional glacial erosion
10. Recalculate Final Hydrology:
\- rivers
\- lakes
\- wetlands
\- deltas
\- waterfalls/rapids
\- floodplains
11. Detail Terrain:
\- ridge detail
\- ravines
\- local noise
\- cliffs
\- river meanders
\- beaches
\- scree
\- caves optional
12. Biomes:
\- temperature
\- precipitation
\- height
\- soil
\- drainage
\- distance to coast
\- river/lake proximity
13. Gameplay Layer:
\- resources
\- settlement candidates
\- road passes
\- river ports
\- trade chokepoints
\- danger/civilization score
\- faction territories
https://redd.it/1uo6v7d
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
This media is not supported in your browser
VIEW IN TELEGRAM
A 3D Earth generated entirely from open datasets - terrain from elevation, lights from population, no satellite imagery
https://redd.it/1uokba0
@proceduralgeneration
https://redd.it/1uokba0
@proceduralgeneration
Comet with Blender EEVEE (NO Simulation). Made with 2 Cubes
https://redd.it/1uonfxr
@proceduralgeneration
https://redd.it/1uonfxr
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Comet with Blender EEVEE (NO Simulation). Made with 2 Cubes
Explore this post and more from the proceduralgeneration community
A procedural, fantastical 'medieval manuscript' generator
https://redd.it/1uopooj
@proceduralgeneration
https://redd.it/1uopooj
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: A procedural, fantastical 'medieval manuscript' generator
Explore this post and more from the proceduralgeneration community