Ground Destruction By Force | Houdini Tutorial
https://youtu.be/-QVoz42cvWo
https://redd.it/129mo7q
@proceduralgeneration
https://youtu.be/-QVoz42cvWo
https://redd.it/129mo7q
@proceduralgeneration
YouTube
Ground Destruction By Force | Learn From Louis Manjarres
Download AE Juice Pack: https://aejuice.com/?ref=premiereessential Download the Ae Juice Bundle: https://bit.ly/aejuice_pack
Discord Link - https://discord.gg/sjn8bbsEce
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#sidefx #houdini #fxguru #cgi #houdinifx #destruction
Discord Link - https://discord.gg/sjn8bbsEce
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#sidefx #houdini #fxguru #cgi #houdinifx #destruction
How to create sharp dropoffs and flattened areas in terrain generation?
Came across an old post with some noise examples where someone turned simple noise with some octaves
https://preview.redd.it/jwy2ao66zira1.png?width=1280&format=png&auto=webp&v=enabled&s=78ee7f26148ff9e202b2c9f7a5fadec9912c0abe
into the following with dropoffs and flatter areas that run between the elevated portions:
https://preview.redd.it/jwjh84g7zira1.png?width=1280&format=png&auto=webp&v=enabled&s=e354c78def9f913378bb3e0b169f6dab17156d43
does anyone have ideas of how to go about creating a similar effect for a 2d heightmap?
here's the original post if anyone was interested
thanks
https://redd.it/129vwfa
@proceduralgeneration
Came across an old post with some noise examples where someone turned simple noise with some octaves
https://preview.redd.it/jwy2ao66zira1.png?width=1280&format=png&auto=webp&v=enabled&s=78ee7f26148ff9e202b2c9f7a5fadec9912c0abe
into the following with dropoffs and flatter areas that run between the elevated portions:
https://preview.redd.it/jwjh84g7zira1.png?width=1280&format=png&auto=webp&v=enabled&s=e354c78def9f913378bb3e0b169f6dab17156d43
does anyone have ideas of how to go about creating a similar effect for a 2d heightmap?
here's the original post if anyone was interested
thanks
https://redd.it/129vwfa
@proceduralgeneration
University of Phoenix Alumni: Seeking help, tips, insight, and experience with Borrower Defense Loan Discharge Application
Hey There, Reddit Community
I am an alumnus of the University of Phoenix, and I am seeking help with the Borrower loan Discharge process and specific proof that the university misled me regarding my degree. It's a challenging process navigating it on my own and I would appreciate any feedback, experience, or insight to make it easier
Thanks in Advance.
https://redd.it/12afsri
@proceduralgeneration
Hey There, Reddit Community
I am an alumnus of the University of Phoenix, and I am seeking help with the Borrower loan Discharge process and specific proof that the university misled me regarding my degree. It's a challenging process navigating it on my own and I would appreciate any feedback, experience, or insight to make it easier
Thanks in Advance.
https://redd.it/12afsri
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: University of Phoenix Alumni: Seeking help, tips, insight, and experience with Borrower Defense…
Posted by u/Environmental_Art_94 - No votes and no comments
Memory Management for infinite procedural generation algorithm (please help me I beg)
I am currently working on creating an infinite procedural world generator based on Sebastian Lagues tutorials. I am trying to incorporate memory management so that the number of meshes will not ever cross a certain number, cause currently it infinitely creates meshes as long as the player keeps on exploring. So I aim to have it so if there are more than , lets say 70 meshes, then the meshes furthest from the player are found and deleted.
I am struggling however and was wondering if anyone else was able to do so successfully or have any good alternative examples of similar/better algorithms. I appreciate any help, thanks.
https://redd.it/12bm5oz
@proceduralgeneration
I am currently working on creating an infinite procedural world generator based on Sebastian Lagues tutorials. I am trying to incorporate memory management so that the number of meshes will not ever cross a certain number, cause currently it infinitely creates meshes as long as the player keeps on exploring. So I aim to have it so if there are more than , lets say 70 meshes, then the meshes furthest from the player are found and deleted.
I am struggling however and was wondering if anyone else was able to do so successfully or have any good alternative examples of similar/better algorithms. I appreciate any help, thanks.
https://redd.it/12bm5oz
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Memory Management for infinite procedural generation algorithm (please help me I beg)
Posted by u/squiree98 - No votes and 4 comments
Making some Wave Function Collapse for Grasshopper, WIP. 3d overlapping model. Need a way to work out conflicts better.
https://redd.it/12d4qid
@proceduralgeneration
https://redd.it/12d4qid
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Making some Wave Function Collapse for Grasshopper, WIP. 3d overlapping model. Need a way to…
Posted by u/AluminumKnuckles - No votes and no comments
Quick, dirty and ugly JavaScript tutorial for random dungeons
https://redd.it/12ddoye
@proceduralgeneration
https://redd.it/12ddoye
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Quick, dirty and ugly JavaScript tutorial for random dungeons
Posted by u/fmunoz_geo - No votes and 1 comment
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[before | after] We are working on our new procedural world generation (WIP). What do you think?
https://redd.it/12dke9c
@proceduralgeneration
https://redd.it/12dke9c
@proceduralgeneration
collections of SVG fill patterns / filter effects to represent hex and counter map terrain types?
fooling around with generating some hex and counter wargame maps in SVG, and looking around for existing resources I can use to represent standard terrain types like grass, forest, hills, swamp and so on. I'd rather avoid tiled images if possible, since it seems like you can do a lot with svg filter effects, not to mention hand-drawn effects like dragons abound.
maybe i'm searching for the wrong terms but I'd naively expected i'd be able to find collections of pre-defined filters or svg snipptets that produce a variety of natural terrain effects.
any pointers welcome.
https://redd.it/12dmt04
@proceduralgeneration
fooling around with generating some hex and counter wargame maps in SVG, and looking around for existing resources I can use to represent standard terrain types like grass, forest, hills, swamp and so on. I'd rather avoid tiled images if possible, since it seems like you can do a lot with svg filter effects, not to mention hand-drawn effects like dragons abound.
maybe i'm searching for the wrong terms but I'd naively expected i'd be able to find collections of pre-defined filters or svg snipptets that produce a variety of natural terrain effects.
any pointers welcome.
https://redd.it/12dmt04
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: collections of SVG fill patterns / filter effects to represent hex and counter map terrain types?
Posted by u/psurry - No votes and no comments
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Implemented Procedural Terrain Base Shape Algorithms (Realtime Generation in 16K) (TerraForge3D Gen 3) (Source in comments)
https://redd.it/12dvi0t
@proceduralgeneration
https://redd.it/12dvi0t
@proceduralgeneration