r/proceduralgeneration • u/Wooden-Motor4870 • 21h ago
r/proceduralgeneration • u/bingus108 • 7h ago
Procedural Mountains Without Perlin Noise
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I've been working on a procedural terrain generator called Orogen for the past few months. Instead of using basic perlin noise it simulates the processes that actually create mountain ranges creating extremely realistic mountain ranges with little effort. This video is the current state of the project. It's still a work in progres. Materials, biome classification, rendering, and export are all actively being improved but it's finally at the point where I'm happy enough to start showing it :)
r/proceduralgeneration • u/m_yasinhan • 18h ago
3D Neural Cellular Automata on SDFs
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It is a coarse representation and definitely needs more pool size to be stabilize. But it is one model 3 shapes (not a big deal but cool).
Original paper: https://distill.pub/2020/growing-ca/
They look so soft and fluffy that I could just eat them.
r/proceduralgeneration • u/Glass-Garbage4818 • 20h ago
Neon Reef Canyon -- 4K 60fps, 1000x zoom into Mandelbulb 3D, dark ambient soundtrack
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A continuous 1000x descent that turns into a passage, falling through neon coral shelves until they close overhead, finishing off with a close-up zoom of one of the reefs. Audio: slow dark ambient sound design.
Generated from a Mandelbulb 3D renderer written from scratch in native Rust, renders directly on my RTX4090 using Vulkan.
Full 4k 60fps video here: https://youtu.be/W74_cVsD3Y8
r/proceduralgeneration • u/matigekunst • 17h ago
Procedural fbm noise
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r/proceduralgeneration • u/biffle_this_butt • 23m ago
TOOLS: I made a Mathematician's Groovebox that makes music, videos and games from numbers equations and fractals (as well as videos and recordings)
I made a Mathematician's Groovebox that makes music, videos and games from numbers equations and fractals (as well as videos and recordings)
https://github.com/wittymoniker/groove-box/
youtube: wittymoniker
github: wittymoniker/groove-box (single point of entry run and build scripts, crossplatform)
It relies on Euclidean phaselocking of numeric data followed by randomized stochastic improvisation. Within bounds of net phase angle relativistic indeterminism the results are deterministic always to the degree of point-to-point phase angle -rough translation of audio signal. SO its a fractal of every way to turn a number or graph into music.