You could achieve that by altering the noise result. For example to get a mountain range, just raise the landscape. Making the river continue is a bit more complicated but could boild down to the same.
So the problem could be solved by finding a way to store modifications to the noise, in an infinite grid. Which would be nice anyways, for examle to store player modifications.
Hi ! Good start ! for anyone interested in procedural generation within a 3D program, you should check out Entagma (they have put out dozens of classic Houdini tutorials), Erindale (excellent tutorials for Blender geometry nodes) and Seanterelle (Blender geometry nodes as well). Blender is especially accessible but Houdini has an “apprentice” version (limited in regard to exports and renders iirc).
I have just finished a basic tree generator that I’m thinking of posting here, too !
Very cool! What did you use for the atmosphere? Are you using a precalculated lut like in gpu gems 2? The warm light at the sunset transition is a nice touch :)
proceduralgeneration
Hot
This magazine is from a federated server and may be incomplete. Browse more on the original instance.