Latest ProceduralGeneration Activity
Hi Vicsin, Do you need a Sound Designer or Music producer for your project? Please DM me.
This is a continuation of a devlog series for a prototype. For those who prefer video devlogs, here’s the Youtube version for you (long form). The below entry is more or less a summary of that video, and a bit more for devs.
Now back to the topic: For quite some time now it was bugging me how …
If you search for SoulerCoaster, you will find a multitude of names for it. It is also named Curvemesh, Splinemesh, or Swoosh.
They describe a technique to visualize magic or energetic effects.
The SoulerCoaster is a path mesh with an overlapping UV map.It is defined as two quads that are oriented …
Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by scene objects (like the terrain). For now I just used a simple 3D perlin noise for the clouds, in the future I plan to t…
@code4broke : I like that you are including multiple algorithms for procedural generation in each scene (caves vs buildings).
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Last year, I was looking for a side project to work on that would ideally let me start learning about procedural generation in both an …
Kerria Japonica Procedural Bush Plant Generation in Houdini 18.
The plant is automatically generated using the Houdini Digital Asset
The main thing is to avoid doing memory allocation - that means you should use structs where possible for small objects, set the capacity of lists in advance instead of just letting them re-allocate automatically, avoid foreach in favour of for when possible (as sometimes foreach has to allocate an…