procedural generation
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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
How can i smooth/blend the edges of procedural voronoi noise?

I am creating an infinite procedural game with biomes determined by voronoi noise. I got the voronoi part down, but currently the biomes have hard edges and i want them to blend into each other. I have tried several methods with no luck.

Given that this is procedural / infinite, i don't have access to every pixel at once. That makes things tougher.

Using the image below, here's the data i have access to:

* red dot x,y coordinates
* black dot x,y coordinates
* green circle radius

I think i need access to the percentage that each 'biome' takes up in the green circle. That way, I can weigh the blending of the red dot appropriately. For example, the red dot on the left would be \~60% tan, \~30% light blue, and \~10% darker blue.

The function GatherVertexData(x,y) is localized to a single point. In this case, it would be the red point on the left. I can use the surrounding black dot coordinates to calculate distance and determine if the red dot is in a specified 'blending range', but i don't know how to get the other info i need.

The function GatherVertexData(x,y) runs for every vertex, so unfortunately i can't do anything taxing like make calculations based on its surrounding vertices, otherwise the game slows down significantly.

Any help / alternative ideas would be greatly appreciated!!

https://preview.redd.it/k4h86mpz0p1b1.png?width=1046&format=png&auto=webp&v=enabled&s=33fb475f3342f4542c1599b08f530805a5f90f95

https://redd.it/13q95ri
@proceduralgeneration
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Procedural chinese landscape painting in Geometry Nodes using voronoi noise (the nodes and explaination below)

https://redd.it/13qffw1
@proceduralgeneration
A Web-Application to Generate Biomes on a 2D Grid Map Using Simplex Noise

Procedurally generating biomes on a two-dimensional map is laborious. You have to play with many parameters without necessarily having any obvious graphic feedback.

That's why I created Biome Gridmap Playground: a web application to procedurally generate 2D maps with simplex-noise.

https://gridmap-playground.vercel.app/

The application uses 2 instances of noise: one to represent the humidity, and the other for the altitude. You can configure the size of the map, the frequency and the octaves of the noises, among other things. You can configure biomes based on humidity and altitude.

Once your configuration is complete, you can download the generated terrain in PNG format or export the color of each map tile in JSON.

Gridmap Playground UI

Generating very large maps can cause the page to freeze. I plan in the future to use web workers to do the generation in a dedicated thread, without blocking the UI.

This project is freely accessible on my GitLab: https://gitlab.com/ekkaia/gridmap-playground

https://redd.it/13qnjsn
@proceduralgeneration
Melting Sphere // Me // 2023 // animated version in comments
https://redd.it/13qxcrt
@proceduralgeneration
Edges on chunked Procedural landscape not lining up correctly

I'm generating some mesh using perlin noise and a chunking system and have a bug that i cant get past. It seems like it would be fairly obvious but i cant parse it; Wanted to see if any here has ran into something like this before, it's almost like the sampled points are off by one unit, but it's hard to explain so I've attached some screenshots. In the last one im rounding the height to 50 units, i thought that made it a little easier to see the issue. The 2nd screenshot you can see the issue in the seams of the chunks.. Also I included a code snippet that runs in each chunk where I believe the issue is caused. X and Y are values looped through for the chunk size, and Xoffset and Yoffset is the chunk coordinate. Hope this makes sense

https://preview.redd.it/8q7nqn2otv1b1.png?width=1099&format=png&auto=webp&v=enabled&s=d67d0e2947220e43643d6a3dde1e48be65d78c85

https://preview.redd.it/xoyec3emtv1b1.png?width=981&format=png&auto=webp&v=enabled&s=53d615deca81abf07ceb5eb4a9f8009e0c62d05b

https://preview.redd.it/jjqi6tdltv1b1.png?width=1239&format=png&auto=webp&v=enabled&s=6eadb564f9ca21f37d75d4f48c22b4f26b80ccf4

https://redd.it/13qx38a
@proceduralgeneration