procedural generation
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Unreal Procedural Voxel Generation - How to add details to terrain

Hello guys,

I've been scratching my head wit this one for about 2-3 days now. I have an Unreal game where i was able to setup Voxel Procedural generation for terrain generation that uses Perlin noise for height map. i was getting to the point of adding details to the terrain such as trees and shrubs and such and can't figure out how to go about it.

Because of how I have my chunk generation setup, I'm unable to localize details to a specific chunk (which act as the terrain type/biome) and can at best spread out details over the whole world space.

Please share any advice if you have any, thank you!

https://redd.it/12vjr99
@proceduralgeneration
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"If You Stay With Me". New 80's sounding song generated by my TuneStar program. Please give improvement feedback if you don't like.

https://redd.it/12wveyw
@proceduralgeneration
Adding deterministic path to procedurally generated map

Hello,
I am currently working with a team on a University project, right now we are creating 3D terrain visualization for a train simulator, the railway is provided for us from a database (it is deterministic) and terrain around it should be pseudo-randomly generated.


I am really new to Unity and 3D modelling in general, I read some some articles and watched some videos and decided to create the terrain using Perlin noise. It works great, but I have no idea how I would connect the railway to this terrain.


I was thinking about blending the heightmaps, but I am really unsure if that a way to go, if anyone could provide any resources or personal experience I would be really thankful!

https://redd.it/12x59bp
@proceduralgeneration
Work in Progress on some semi-procedural dandelions. What do you think?
https://redd.it/12xz6gh
@proceduralgeneration
Algorithm suggestions for a 2D cave generation system with distinct hand-made terrain features

Hello, r/proceduralgeneration!

I recently started to develop a side-2D terraria-like underwater exploration game and need a robust procedural map generation to bump up the replayability. For now, I only speak about the "cave structure", no plants, resources, since that should be pretty easy to add with procedurally generated masks later.

I've tried several different methods to achieve what I want:

1. Noise-distorted voronoi diagram with simplex noise + fractional brownian noise.
2. Wave function collapse.
3. Cellular automata / cave generation (but that went pretty badly, I feel like I have no control on anything)

I actually got furthest with voronoi + simplex, and I got pretty convincing results so far. I still struggle with proper "biome blending", since right now it's pretty obvious where biomes start / end, but I imagine I could apply some smoothing to the voronoi diagram to make things a bit less jarring.

The biggest issue so far is how would I go about applying hand-made terrain features to such a noise-map? I thought about masks, but those wouldn't work for more complex features that interact with the cave walls or floors, like big spikes in the wall or something. I fear that the algorithm just isn't suitable for such a thing since everything is basically a multiplier on several noise values like freq/persistence/lacunarity, no easy way to actually control distinct areas manually.

My next bet was wave function collapse, I'm still very much a beginner in this kind of procedural generation, but it was kind of promising, since wfc is basically made for hand-made structures. Unfortunately I can't really achieve a nice, organic cave structure like I did with voronoi + simplex, and biomes are a much bigger beast to handle with wfc, but it's quite possible I just don't know enough about wfc.

I'd love some suggestions for algorithms that I could try since I'm pretty stuck right now. Thanks in advance!

https://redd.it/12ybj4x
@proceduralgeneration
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I have been rendering my planet for a 4K calming orbit ambiance video (full 4K video in comments)

https://redd.it/12ykrzf
@proceduralgeneration
Chrome Serpents // Me // 2023 // animated version in comments
https://redd.it/12zqzop
@proceduralgeneration
Feedback for my dissertation project

Hello r/proceduralgeneration


I have been working on a procedural environment generation application for my dissertation, and would love to recieve some feedback on the environments that the program generates!

The application utilizes WebGL, and uses Marching Cubes to produce the final terrain mesh.

You can download the application from the GitHub repository, and please provide any feedback through the questionnaire.

I understand that some people may not want to download the application so I have provided some example screenshots of the environments that the program generates.

​

Snowy, mountainous-like environment

Desert-like environment

Forest-like environment

https://redd.it/12zrtzt
@proceduralgeneration
Creating a procedural world with varying terrain

Pretty much the title. I have been able to create an infinite world generator using unity but the generated terrain from the noise map is repetitive.

I want to create a noise map capable of creating terrain that varies a lot, creating some terrain that's flat, some that's mountainous, some that's spiky, etc. My current noise map generator just creates repetitive noise of the same terrain type over and over again with no variation.

I've been trying to copy Minecraft's algorithm as an example but to no avail and I'm getting desperate

Thank you, and I appreciate any help

https://redd.it/12zxtby
@proceduralgeneration