Light Wires // Me // 2023 // animated version in comments
https://redd.it/13l3wo2
@proceduralgeneration
https://redd.it/13l3wo2
@proceduralgeneration
Antimatter Devlog : Subsistence economy on a procedurally generated planet
https://store.steampowered.com/news/app/1343010/view/3714951661245061716
https://redd.it/13l6dad
@proceduralgeneration
https://store.steampowered.com/news/app/1343010/view/3714951661245061716
https://redd.it/13l6dad
@proceduralgeneration
Steampowered
Antimatter - [Devlog] Cities & Nations : Subsistence - Steam News
----This is the first part of a series of Devlogs on cities, regions, and industries. There is too much to write about, hence the division. --- Here is an overview of the planet. We start at a date just after the universe's generation. The entire planet surface…
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Made a threaded irregular relaxed half-edge grid with async visualization in unreal engine
https://redd.it/13lot0d
@proceduralgeneration
https://redd.it/13lot0d
@proceduralgeneration
Please help me with Smooth F1 Voronoi (more in comments).
https://redd.it/13lqn6z
@proceduralgeneration
https://redd.it/13lqn6z
@proceduralgeneration
How to make firecrackers in Houdini
https://youtu.be/8EdvGdWS3Xk
https://redd.it/13myatv
@proceduralgeneration
https://youtu.be/8EdvGdWS3Xk
https://redd.it/13myatv
@proceduralgeneration
YouTube
How to make firecrackers in Houdini | Houdini Tutorial
Project File -https://fxguru.gumroad.com/l/flbhla
Discord Link - https://discord.gg/sjn8bbsEce
Hello, In this video I had explain that how to make a firecracker in houdini from beggining. Hope you like it.
Like, Share and Subscribe.
#houdini #sidefx #cgi…
Discord Link - https://discord.gg/sjn8bbsEce
Hello, In this video I had explain that how to make a firecracker in houdini from beggining. Hope you like it.
Like, Share and Subscribe.
#houdini #sidefx #cgi…
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I made a procedural cat generator to help people make infinite cats
https://redd.it/13n3fn3
@proceduralgeneration
https://redd.it/13n3fn3
@proceduralgeneration
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I generated an original song with my AI program. Avril liked it and sang it. What do you think?
https://redd.it/13nb8aa
@proceduralgeneration
https://redd.it/13nb8aa
@proceduralgeneration
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My program made this ORIGINAL song and I used Avril Lavigne's voice to sing it
https://redd.it/13ndiy8
@proceduralgeneration
https://redd.it/13ndiy8
@proceduralgeneration
New Blender Geometry Nodes Tutorial Procedural Sci-Fi Sphere with Lightning Effect
https://youtu.be/G4q9TCD-Zbc
https://redd.it/13np5qf
@proceduralgeneration
https://youtu.be/G4q9TCD-Zbc
https://redd.it/13np5qf
@proceduralgeneration
YouTube
Blender Tutorial - Procedural Sci-Fi Sphere and Lightning Effect with Geometry Nodes Part 01
Blender Tutorial - Procedural Sci-Fi Sphere with Procedural Animation and Electricity Effect Part 01
You can download the files in the tutorial here: https://pamirbal.gumroad.com/l/ggaao
You can get the asset from here: https://blendermarket.com/products/procedural…
You can download the files in the tutorial here: https://pamirbal.gumroad.com/l/ggaao
You can get the asset from here: https://blendermarket.com/products/procedural…
How can I blend between noises when using Voronoi noise to distribute the noise?
I have different noise generators, they each generate a piece of the world with different characteristics, one generates a more mountainous zone, another is more dune-like, and another is more of mounts and valleys.
How the system work is (don't be concerned by optimizations), I generate all the biome noises and store each value. I then generate a Voronoi noise, extract the cell index, and map that index into the number of biomes I have (the cell index goes from 0 to 1, so I just multiply by the number of biomes and floor to get the target biome) and I then set the target biome to be the final height. This is the result:
Selected noise
The problem, however, is quite obvious. When the point changes cells, the change of biome is drastic. How could I smooth that transition? I tried collecting a set of weights for each surrounding cell, but it's not working on my end. Does anyone have any piece of note/document/article that I could look into?
https://redd.it/13nrjke
@proceduralgeneration
I have different noise generators, they each generate a piece of the world with different characteristics, one generates a more mountainous zone, another is more dune-like, and another is more of mounts and valleys.
How the system work is (don't be concerned by optimizations), I generate all the biome noises and store each value. I then generate a Voronoi noise, extract the cell index, and map that index into the number of biomes I have (the cell index goes from 0 to 1, so I just multiply by the number of biomes and floor to get the target biome) and I then set the target biome to be the final height. This is the result:
Selected noise
The problem, however, is quite obvious. When the point changes cells, the change of biome is drastic. How could I smooth that transition? I tried collecting a set of weights for each surrounding cell, but it's not working on my end. Does anyone have any piece of note/document/article that I could look into?
https://redd.it/13nrjke
@proceduralgeneration
Pen Plotter w/ Woodburning Tool - Designed in Sverchok
https://www.reddit.com/gallery/13mf982
https://redd.it/13nzzue
@proceduralgeneration
https://www.reddit.com/gallery/13mf982
https://redd.it/13nzzue
@proceduralgeneration
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A feature overview of my procedural weapon generator for Unity games!
https://redd.it/13o2v4u
@proceduralgeneration
https://redd.it/13o2v4u
@proceduralgeneration
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My Tunestar computer program generated this ORIGINAL song using markov chains and constraint rules
https://redd.it/13o1jhw
@proceduralgeneration
https://redd.it/13o1jhw
@proceduralgeneration
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Procedurally generated 8km Octree Terrain using Compute Shaders and WGPU (Rust)
https://redd.it/13oictn
@proceduralgeneration
https://redd.it/13oictn
@proceduralgeneration