proceduralgeneration

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Spzi, in help with large map (possible infinite) grid world map generation

You can infer the zones from noise parameters. For example:

  • desert: temperature > x, precipitation < y
  • mountain: height > x
  • meadow: x < height < y, x < temperature < y, precipitation > x
estebanlm,
@estebanlm@lemmy.ml avatar

yes, I know that :) What I want is a way to make, for example, rivers that traverses more than one “cell”. Or to force a mountain range.

Spzi,

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.

If someone knows a solution, please @tag me!

estebanlm, in Mangrove tree
@estebanlm@lemmy.ml avatar

nice :)

Hadriscus,

Thanks !

Hadriscus, in resources

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 !

mattreb, in Planet rendering with volumetric clouds and night time textures

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 :)

wedesoft,

Thanks. I am using Eric Bruneton’s precomputed atmospheric scattering: inria.hal.science/inria-00288758/document

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