procedural generation
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Frequency // Me // 2023 // animated version in comments
https://redd.it/14vzj9g
@proceduralgeneration
Just started learning the Blender API for 3D procedural generation. This is pretty fun.
https://redd.it/14wfrbe
@proceduralgeneration
Water on soil erosion simulation example

Here is a video of a water on soil erosion simulation I made. Every \~2 seconds the parameters of the simulation are randomized. Center square visualizes the terrain and water. Side squares from left to right visualize the uplift pattern, terrain without the water, and rain pattern.

The TLDR forces in the simulation are: soil has an angle of repose, water and soil flow, water moves soil as it flows, the chance of rain is higher at higher elevations, soil constantly and homogenously erodes, soil constantly uplifts in a smoothed noise pattern. And that's it.

Simulation is written in Python, then animated in Blender.

https://redd.it/14wh7dp
@proceduralgeneration
Procedural landscape unreal

Hi! I'm trying to create a game inspired by "Valheim" as a way to learn procedural generation!
what I did is I used multiple noises with RMC to generate the mesh but the problem I'm facing is that when I increase the X and Y (number of vertices per axis) to 200 it starts to slow down and I have to wait 20 seconds for every little change I do like changing octaves or anything else which means I can't even build an entire landscape! right now I have X and Y at 100 and the scale at 100 so a grid of 100x100 with 100cm between every vertice any ideas/tips to improve the performance and get a full landscape? (PS: RMC is a replacement for proceduralmeshcomponent) thanks in advance!

https://redd.it/14y4a45
@proceduralgeneration