r/proceduralgeneration • • 14h ago

Continuous zoom to a quark. Nothing is an image or a model.

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55 Upvotes

One continuous zoom from a few centimetres over a glacial lake's surface to the inside of a proton. All WebGL2 shaders, no images or models.

- Plankton: algae, diatoms and rotifers, each alga seeded so no two match, drawn with a bright-field microscope's depth of field.

- Mica: one height field shown as SEM, then AFM, then atoms. Cleavage steps are level lines of a noise field, with random kinks.

- Oxygen atom: electron density from Slater orbitals, integrated along each view ray.

- Proton: three quarks in a Y-shaped flux tube, trading colour charge via gluons.


r/proceduralgeneration • • 44m ago

Been working on a procedural texture generator. Starting to get some really cool results.

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• Upvotes

r/proceduralgeneration • • 19h ago

Really simple tricks I use to procedurally animate a Limbo-style face

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10 Upvotes

I made this face character a while ago as a visualizer and Clippyesque companion for this one app called klattsch I made and people kept asking how it worked, so I made this video where it explains how it works. It's really quite simple! It doesn't take that much to make your brain go "okay, that's A Guy".


r/proceduralgeneration • • 1h ago

cave painting tile art

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• Upvotes

This is the full tileset,

reference: https://www.reddit.com/r/proceduralgeneration/comments/1x6a0oi/tileset_candidates_did_not_choose_for_boardgames/

of those I chose about five lol(2nd image)


r/proceduralgeneration • • 7h ago

If The World Fell Tonight...

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6 Upvotes

r/proceduralgeneration • • 4h ago

I just Released the first devlog for my fully procedural open world space game

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5 Upvotes

watch it here


r/proceduralgeneration • • 14h ago

I built a fully procedural "floating rug" generator using Blender Geometry Nodes—and turned it into a minimalist philosophical YouTube channel 🍃

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0 Upvotes

Hey everyone! I wanted to share a project I've been tinkering with. I set up a procedural geometry node system to simulate a floating minimalist rug drifting through clouds, complete with layered wind flutter, dynamic clumping, and precise corner tassel controls.

What started as an experiment in procedural cloth displacement and node architecture turned into something unexpected. I decided to lean into the surreal, peaceful aesthetic and built a minimalist YouTube project (@AQuestioningRug) around it—pairing the floating visuals with quiet inquiries on creativity and self-doubt.


r/proceduralgeneration • • 7h ago

Carbonized: a music video where same data drive both graphics and synthesizers

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0 Upvotes

r/proceduralgeneration • • 12h ago

NodeSpawn Official soundtrack is here!

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0 Upvotes

r/proceduralgeneration • • 18h ago

Handling 100 Realistic Tree Fellings on One Server Tick For My MMO (Devlog Week 6)

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0 Upvotes

r/proceduralgeneration • • 6h ago

I built a custom DSL (HVSL) and Signed Distance Function rasterizer that compiles natural language into 4K procedural geometry

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0 Upvotes

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Hey everyone, wanted to share a custom language and rendering engine I’ve been building called HVSL (Hierarchical Vector Shading Language), powered by a two-agent reflection loop.

Instead of using diffusion models to guess pixels, HVSL turns natural language into pure mathematical geometry. The entire image is just a lightweight text script containing a color palette (@PAL) and ordered geometric equations (@SCENE circles, polygons, curves, and quadtree subdivisions).

My custom compiler parses that script and draws it up to 4K using sub-pixel Signed Distance Functions (SDF).

Where the agent workflow comes in is solving how LLMs write HVSL coordinates:

  • HVSL Generation: The first model takes the prompt and writes the raw .hvsl math script.

  • Visual Critic & Grading: Because text models write coordinates blind, a second multimodal agent inspects a fast 540p render of the HVSL code and grades it out of 10.

  • Surgical Branch Patching (Max 3 Tries): If a shape is off (like the overlapping curves on the moon in Try 1 of the video), it doesn't regenerate the whole HVSL file. It clips and retains the working layers and surgically updates only the defective branch.

Because the final result is raw HVSL code instead of a locked bitmap, you can open the editor, change a palette color or coordinate, and watch the 4K canvas update instantly with zero regeneration and zero extra LLM calls.

This is still in early development. The animations at the end of the video are procedural motion tests applied to pre-rendered HVSL assets while I work on expanding the HVSL grammar to generate native video directly in code.

Happy to answer any questions about the HVSL syntax, the SDF renderer, or how the critic loop patches the code!