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
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
https://redd.it/13qffw1
@proceduralgeneration
A Simplex Noise Playground to Design Biomes and Maps
https://gridmap-playground.vercel.app/
https://redd.it/13qi4w8
@proceduralgeneration
https://gridmap-playground.vercel.app/
https://redd.it/13qi4w8
@proceduralgeneration
gridmap-playground.vercel.app
Biome Gridmap Playground
Play around with simplex noise settings to create worlds. Adjust the height map and moisture map settings to generate biomes.
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
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
gridmap-playground.vercel.app
Biome Gridmap Playground
Play around with simplex noise settings to create worlds. Adjust the height map and moisture map settings to generate biomes.
Melting Sphere // Me // 2023 // animated version in comments
https://redd.it/13qxcrt
@proceduralgeneration
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
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
Q Quick question about smoothing perlin noise by erosion.
I want to apply smoothing to perlin noise in python which has a similar effect to hydraulic weathering. Im not creating terrain per-se, but correlated “heights” similar to those from natural terrain with valleys, plains, and mountain ranges are desirable traits.
Instead of a normal distribution of values centered on 0; I want a Pareto distribution with minimum of 0, most values slightly above 0, and some very high outliers.
I was able to generate random values from a Pareto distribution, but they were uncorrelated so the noise map looks like a spiky mess. I would like something like erosion and deposition on a perlin noise map. I understand the theory, but I have no idea how to implement it.
https://redd.it/13qzykm
@proceduralgeneration
I want to apply smoothing to perlin noise in python which has a similar effect to hydraulic weathering. Im not creating terrain per-se, but correlated “heights” similar to those from natural terrain with valleys, plains, and mountain ranges are desirable traits.
Instead of a normal distribution of values centered on 0; I want a Pareto distribution with minimum of 0, most values slightly above 0, and some very high outliers.
I was able to generate random values from a Pareto distribution, but they were uncorrelated so the noise map looks like a spiky mess. I would like something like erosion and deposition on a perlin noise map. I understand the theory, but I have no idea how to implement it.
https://redd.it/13qzykm
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: [Q] Quick question about smoothing perlin noise by erosion.
Posted by u/LanchestersLaw - No votes and 2 comments
I thought about quitting, but because you love my content this much i won't stop making new tracks procedurally ;)
https://www.youtube.com/watch?v=qIP97_Ag7pA
https://redd.it/13rf2xc
@proceduralgeneration
https://www.youtube.com/watch?v=qIP97_Ag7pA
https://redd.it/13rf2xc
@proceduralgeneration
YouTube
Chickens of the apocalypse (dark ambient)
There are 4 riders of the apocalypse: Death, War and i don't know the other 2. There are also 3 chickens of the apocalypse : Crispy, Yummy and Kentucky.
If you want to know how to create these tracks and know some python-coding:
https://www.youtube.com…
If you want to know how to create these tracks and know some python-coding:
https://www.youtube.com…
Procedural Monsters
Which algorithmic methods would you recommend to use for a large variety monster generator like pokemons.
https://redd.it/13rmm4o
@proceduralgeneration
Which algorithmic methods would you recommend to use for a large variety monster generator like pokemons.
https://redd.it/13rmm4o
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Procedural Monsters
Posted by u/lynhrt_eth - No votes and no comments
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My lines are way better with Graham's Scan algorithm ! (Thanks for convex hull advice)
https://redd.it/13rre9t
@proceduralgeneration
https://redd.it/13rre9t
@proceduralgeneration
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Rise From the Ashes: A Fantasy World Simulator - Our New Fantasy City-Builder Game Has Been Announced on Steam! (link in comment) What do you think?
https://redd.it/13s8ac6
@proceduralgeneration
https://redd.it/13s8ac6
@proceduralgeneration
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I’ve built a landscape for synthwave sequence with Geometry Nodes.
https://redd.it/13sd6lm
@proceduralgeneration
https://redd.it/13sd6lm
@proceduralgeneration
Which procgen techniques could be useful if you were to create spaces and architecture similar to the ones you can see in the manga "Blame!"?
As the title says, any general techniques that come to your mind is appreciated. basically how would you layer certain procgen techniques to create similar spaces to blame.
https://redd.it/13sdwkp
@proceduralgeneration
As the title says, any general techniques that come to your mind is appreciated. basically how would you layer certain procgen techniques to create similar spaces to blame.
https://redd.it/13sdwkp
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Which procgen techniques could be useful if you were to create spaces and architecture similar…
Posted by u/Whole_Seat_8651 - No votes and no comments
How do I make liquid spawn inside of a cave?
I'm making a mining game and I use perlin noise to make the caves. I first generate a noise value at a position and check if its above a threshold. if it's above it, I then destroy that block and make 6 blocks; 1 for each direction and start the process all over again until the noise is too low.
I want to have a chance that a pool of water will spawn in this cave, but I don't know how. I'm doing this inside of ROBLOX, but I don't think that'll change anything. Any ideas on what to do?
https://redd.it/13siimn
@proceduralgeneration
I'm making a mining game and I use perlin noise to make the caves. I first generate a noise value at a position and check if its above a threshold. if it's above it, I then destroy that block and make 6 blocks; 1 for each direction and start the process all over again until the noise is too low.
I want to have a chance that a pool of water will spawn in this cave, but I don't know how. I'm doing this inside of ROBLOX, but I don't think that'll change anything. Any ideas on what to do?
https://redd.it/13siimn
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: How do I make liquid spawn inside of a cave?
Posted by u/t_0xic - No votes and no comments