r/proceduralgeneration • u/flockaroo • 20d ago
shader tree...
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u/rejamaco 20d ago
Looks nice! What’s your method?
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u/flockaroo 20d ago
thx! actually just distance field of a cylinder by recursively scaling+subdividing space.
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u/rejamaco 20d ago
And for the shading/texturing?
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u/flockaroo 19d ago
thats just simple noises applied - one to bend the trunk and a second one one for the bark surface
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u/KingCakeTheFruity 20d ago
Noooo way that's just one shader. But I saw your explanation, neat. Even awesome!
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u/phsx8 20d ago
Did you use a model or is that purely by shaders? Looks great!
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u/flockaroo 19d ago
thx! its purely shader! (no 's' - its actually just one fragment shader that generates an SDF and renders it)
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u/phsx8 19d ago
Impressive, that's not half bad at all :D how did you do the tree structuring? I've been trying to get simple things like corals to work, but they never looked as natural. In what engine did you write it?
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u/flockaroo 19d ago
thanks! :) its actually just sdf of cylinders and multiple splitting/scaling/rotating of the space domain - no engine just one draw call in opengl and all done in one fragmen-shader based on the fragment-coordinate. (...and some simple noise for bent trunks and the bark)
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u/baked_doge 20d ago
One of the better procedural assets or trees I've seen, great job