procedural generation
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Made a threaded irregular relaxed half-edge grid with async visualization in unreal engine

https://redd.it/13lot0d
@proceduralgeneration
Please help me with Smooth F1 Voronoi (more in comments).
https://redd.it/13lqn6z
@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
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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
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
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My Tunestar computer program generated this ORIGINAL song using markov chains and constraint rules

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