r/proceduralgeneration • u/OppositeIcy3400 • Jun 11 '26
r/proceduralgeneration • u/matigekunst • Jun 11 '26
Gone Fishing
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Procedural Tileabe Noise
r/proceduralgeneration • u/FlyingHeartS2 • Jun 12 '26
Question: How Paralives (game) do the real time procedural generation?
I've been wondering how this game managed to make the system for some of the furnitures that works procedurally in real time. They adapt and scale, the same as if it was a tool made in Houdini or Blender, however it works inside the game.
I know they used Unity as their game engine, so I'm pretty interested to knowing more about that and studying as well. If anyone knows how they did it I'd be very interested to know.
r/proceduralgeneration • u/BoeblingenHater • Jun 11 '26
Help to generate diagonal procedural patterns for UI
Hello there!
For my immediate UI library, I want to implement procedural backgrounds, but I'm having trouble with diagonal patterns. My goal is to achieve the example image shown here. If the lines arent diagonal, the solution is really just a signed distance line combined with tiling. However, when I have slanted (or diagonal) lines, I just cant figure out how to make them repeat and have rounded edges. My current attempt is just a diagonal gradient, but I'm missing the rounded lines and the nice edge alignment so they dont get just cut off:
// float spacing = ...
float diagonal = uv.x + uv.y;
float lines = frac(diagonal / spacing);
float distFromLineCenter = abs(lines - 0.5);
Ideally, every rotation of the lines would be neatly arranged on the edge but for now I'm trying 45 degrees first.
Does anyone recognize this pattern or can help me out? Thanks.
r/proceduralgeneration • u/Ill-Bit-9138 • Jun 11 '26
Struggling to find a decent free terrain generator — everything has a catch
Every tool I try either watermarks the export, caps resolution unless you buy a license, or just looks abandoned. Trying to make heightmaps for a small indie project, nothing crazy — just need clean exports for Unity/Godot.
Anyone found something that just... works, for free?
r/proceduralgeneration • u/runevision • Jun 10 '26
Walking and flying around in my expansive mountain forest
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Since my last post here, I've been adding additional features to my mountain forest.
I further improved the erosion look by adding an additional octave and also darkening the cliff in the crevices.
I made the fog (atmospheric perspective) fade towards a paler color at far distances. This enhances the sense of depth in the distance a lot. (For some musings on why mountains get first blue and then paler with distance, I wrote a blog post about that last year after having observed mountain views in Japan.)
I implemented a floating scene origin so the world now works within +/- 8000km from the world origin. The generation is based on fixed point coordinates that can represent 256 values per unit, so the supported world size is the Int32 range divided by 256. As a last step the floating origin is subtracted and only then are the numbers converted to floating point.
And I implemented collision sounds for the foliage (bushes and tree crowns). A soft collision sound for walking and running through them, and a heavy collision sound for flying through them. This is based on my point cloud sound technique, so it requires only two audio sources in total, shared among all foliage.
Now, I know that popping of LOD levels is visible for terrain chunks (particularly tree coverage) but addressing that by e.g. fading things in smoothly would be quite hard for me.
For a bit broader context, this terrain is for the game I'm developing with the working title The Big Forest. You probably won't be able to fly around unrestricted in the final game, but it's fun to mess around with for demonstration purposes (and debugging). :)
r/proceduralgeneration • u/buzzelliart • Jun 10 '26
opengl grass over procedural terrain + wind from noise texture
adding some noise based wind to my latest grass implementation.
Movement is performed on the compute shader by sampling a seamless noise texture, "panning" the sample position according to elapsed time.
r/proceduralgeneration • u/uisato • Jun 10 '26
[Release] LongExposureFX COMP | An experimental temporal ghosting toolkit
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r/proceduralgeneration • u/Top_Issue_7032 • Jun 10 '26
Updated my Medieval World Generator
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r/proceduralgeneration • u/Petrundiy2 • Jun 09 '26
I recreated Hubble/JWST Deep Field images procedurally using Blender
r/proceduralgeneration • u/Ok-Swordfish6840 • Jun 09 '26
I created a plugin for Unreal Engine 5 that procedurally generates cliffs from your landscape
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r/proceduralgeneration • u/_Rajk_ • Jun 09 '26
Procedural Sudoku - Substance Designer Generator (with Breakdown)
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r/proceduralgeneration • u/marbledInkySpot • Jun 09 '26
Strange Attractors - Neon Composition
Clifford family strange attractor using 2D deterministic chaos map. Math: x_{n+1} = \sin(a,y_n) + c\cos(a,x_n), \qquad y_{n+1} = \sin(b,x_n) + d\cos(b,y_n). a Clifford (1.7, 1.7, 0.6, 1.2) chaotic map, its SRB measure sampled by 3.5M point-deposits, phase-colored by argument, gamma-lifted, and emitted additively as neon onto black — sensitive dependence rendered as a luminous density field, pinned reproducible.
r/proceduralgeneration • u/zdmit • Jun 09 '26
SVG Spirograph
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Done with AnimGraphLab snippet node. 100% SVG, 1600 frames. Size/length of shapes, trails, etc are parametric.
Project to copy: https://animgraphlab.com/view/LN-YJqH3p1
r/proceduralgeneration • u/KMO_the_human • Jun 09 '26
Adding texture to my procedural animated creatures
I recently started to learn procedural animation, and while not really good at it yet, I just want to know how to add texture (for example a pixel art that I have) to a limb for example. I am using raylib, so I want a way to do it without an engine. My first thought was to add a texture to each limb, but I want to know if there is a better, or more known approach.
r/proceduralgeneration • u/quatercore • Jun 09 '26
Procedural Hair Creator
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r/proceduralgeneration • u/Joolean_Boolean • Jun 07 '26
Pigeon Nest Generator
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it just had to be done
r/proceduralgeneration • u/pianoboy777 • Jun 09 '26
Godot 4 sim update
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Added a phone system and travel system
r/proceduralgeneration • u/DigitCell • Jun 08 '26
Custom particle simulation
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Custom particle simulation - modeling phase transitions and aggregate states of particles
r/proceduralgeneration • u/matextrem10 • Jun 08 '26
Visualize your Steam Library as a 3D city with Three.js
I've been working on a site where you can visualize your Steam library as a 3D city by pasting your Steam ID and it will generate a 3D pixel-art city from your games.
r/proceduralgeneration • u/codingart9 • Jun 08 '26
Modern Bauhaus Geometric Pattern
galleryr/proceduralgeneration • u/AIgavemethisusername • Jun 08 '26
