Created by @r_channels
embossed halftoing (...lets call it spiderweb-toning)
https://redd.it/154qmus
@proceduralgeneration
Track created procedural with a python script
https://www.youtube.com/watch?v=fisI_hXe7bA
https://redd.it/153c9dh
@proceduralgeneration
How to ensure validity of generated content
Hi all,
I guess this question is mainly addressed to researchers in the field of PCG, particularly the ones working on game design.
I am currently working on a PCG problem using reinforcement learning, and where I have to create new levels of a given game - let's say that the game some form of Mario bros.
My agent can position building blocks in the environment, following some trivial constraints. But of course, these trivial constraints cannot be perfect nor complete. Combining building blocks, which is what makes the levels more interesting, comes at the cost of making it harder to ensure validity of the levels.
By validity I mean, in the context of Mario, whether the level can actually be completed by a player.
My question is the following: what are typical methods in the research field to tackle this problem of ensuring generation validity? I understand very well that every game will have a specific way of tackling this (e.g. solving this problem for PCG on Maze is a different problem than solving it for Mario), but I was curious to know if there are common strategies, or some paper that review this specific issue in PCG research.
Hope that was clear, and thanks in advance!
https://redd.it/1538l1r
@proceduralgeneration
A simple tutorial on using L-Systems to generate plants and other complex fractals in Java (Processing)
https://youtube.com/watch?v=1AB3N3nrVwQ&feature=share
https://redd.it/152kneo
@proceduralgeneration
Wish fulfilling ball in binary forest (In the novel "Piknik na Obochine" (Roadside Picnic) by the Strugatsky brothers, the mysterious and enigmatic "Zone" contains various artifacts left behind by advanced alien visitors. One of these artifacts is a sphere called the "Wish Fulfilling Ball" or "Gold)
https://redd.it/1522lua
@proceduralgeneration
Flowers
https://redd.it/151v8u1
@proceduralgeneration
Generative scribble drawings: image to stylized vector graphic
https://redd.it/1517sno
@proceduralgeneration
Tree Models, Generated using L-Systems - [OpenGL/GLSL]
https://redd.it/1516obv
@proceduralgeneration
Need help with understanding the math of Noise texture
I'm watching this video explaining the math of Blender's Noise texture.
I have a few questions related to that video, please help me. Thank you.
Question 1:
At 1:41, he says:
>The detail parameter controls how many of these noises are generated and overlaid.
What is the math of the overlaying process? Performing lerp (Linear Interpolation) of the existing layers? Is there any other formula for overlay?
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Question 2:
At 1:50, he says:
>Each layer has a scale parameter that is twice of the previous layer
Is it specifically implemented that way or is it because the detail parameter in the video was set to 2 therefore the scale of each upper layer also is 2 times the scale of the lower layer?
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Question 3:
At 1:58, he says:
>When gradually increasing the detail, between integer values, the next level of detail gets gradually stronger, from no influence to its full influence when reaching the next integer value.
What does stronger and influence mean in this context? More impact on the look of the Noise texture?
In order for a layer to take part in changing the look of the Noise texture, that layer must have amplitude > 0, then "influence" here means amplitude, right?
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Question 4:
At 2:34, he says:
>Setting this (Roughness parameter) higher gives more and more influence to the smaller noise levels, until reaching one, where all levels have the same influence.
All layers having the same influence means having the same amplitude, doesn’t it?
But when I screenshotted his visualization and analyzed it, the top layer clearly has the largest amplitude and progressively decreases at lower layers, they don’t have the same amplitude at all.
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https://redd.it/150ucpw
@proceduralgeneration
procedural generated soundtrack (not by an AI)
https://www.youtube.com/watch?v=WTSCZkDMNpU
https://redd.it/150dmx7
@proceduralgeneration
Can anyone help me find this old procedural text experiment? A story about a pet hermit crab.
Based on my interests and the rudimentary nature, I think this is something I came across in the '00s, but it could be older than that.
This is one thing, but it is clearer to describe it as two things: a short story, and a piece of software that the story was integrated into. I do not remember if the story was written specifically for the generator, or if the generator was designed to remix the story.
# The Story
The story was a non-linear short story told through a series of lines. each of which was a vignette. Each line could stand on its own. The story was about two roommates, and it gradually becomes apparent as you read it that one of the roommates is a hermit crab.
A typical line would be something like "X was happy to see that Y seemed more comfortable in his new home."
X and Y are placeholders, I do not remember what the actual names were. I do think that the name of the story was simply "X and Y", whatever the two names were.
# The presentation
The story was integrated into a piece of software took a series of sentences or lines and returned a subset of them. Every time you ran it, it would give you a collection of sentences extracted from the whole, which gave you a kind of peephole view of the corpus.
I do remember that I was able to look at the source code and see the whole text all at once. Given my interests at the time, it may have been written in a very obscure programming language, but the most likely are Inform 6, BASIC, or Javascript.
The randomized presentation of the story makes it much less obvious that one roommate is a hermit crab. This gave a pretty cool experience of seeing the reality of the situation unfold gradually as you re-run the program, and you see sentences change meaning slightly as you gain more context.
I have searched for various strings like "experimental short story about a hermit crab", with no success.
https://redd.it/14ywm4c
@proceduralgeneration
Inspired by David Umemoto.
https://redd.it/14ydgqt
@proceduralgeneration
Procedural landscape unreal
Hi! I'm trying to create a game inspired by "Valheim" as a way to learn procedural generation!
what I did is I used multiple noises with RMC to generate the mesh but the problem I'm facing is that when I increase the X and Y (number of vertices per axis) to 200 it starts to slow down and I have to wait 20 seconds for every little change I do like changing octaves or anything else which means I can't even build an entire landscape! right now I have X and Y at 100 and the scale at 100 so a grid of 100x100 with 100cm between every vertice any ideas/tips to improve the performance and get a full landscape? (PS: RMC is a replacement for proceduralmeshcomponent) thanks in advance!
https://redd.it/14y4a45
@proceduralgeneration
Low Orbit
https://youtu.be/QwZT2K4xeHE
https://redd.it/14x3fi7
@proceduralgeneration
Issue with my Perlin Noise (Python)
I tried Remaking Perlin Noise In Python, but something isn't working as planned :
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code : https://www.mediafire.com/file/fu3t48p6krbbv99/main.py/file
​
https://preview.redd.it/etqb3ge2rcbb1.png?width=494&format=png&auto=webp&s=7a10944fb6ef684250a7d11c3b8af8f2f56e274b
https://redd.it/14wunzk
@proceduralgeneration
Procedural sand clock generator | VDB sand example | Houdini
https://redd.it/154i43z
@proceduralgeneration
Multivariate colormaps based on satellite imagery and digital elevation model
https://redd.it/153aq84
@proceduralgeneration
How do you think this was made?
I've found this artwork very inspiring and I am struggling to understand how it was made
It kinda looks like some kind of datamosh but the subtle blends and whispers makes me think there some other techniques involved.
https://vimeo.com/360870079
Any idea?
https://redd.it/152kjdc
@proceduralgeneration
Procedural Planet Generation Tool
https://treebaron.itch.io/random-planet-texture-generator
https://redd.it/152ap5b
@proceduralgeneration
binary forest
https://redd.it/151xe0m
@proceduralgeneration
experimenting with dithering 1d CA
https://redd.it/151sqgf
@proceduralgeneration
3D Particle Simulation
https://redd.it/1515vko
@proceduralgeneration
perlin noise procedural terrain - instancing optimizations
https://youtu.be/0xvrId00G44
https://redd.it/1512o4v
@proceduralgeneration
Concept Art Make In Houdini | Houdini 19.5
https://youtu.be/dQnGYuVmQtU
https://redd.it/150ed54
@proceduralgeneration
Help with Perturbing Noise
I'm trying to create a procedurally generated terrain and I found this article that has the results that I want! However, I wasn't able to understand how he perturbed the base noise so I did some research and I found this but it didn't give the same terrain and this is the closest I could get to it.
I don't know if the problem is because of the implementation of the Turbulence function itself!
any help is appreciated!
My Terrain
https://redd.it/14zkc1h
@proceduralgeneration
Hi, 80 Off to ALL Houdini Tutorials.
https://redd.it/14yna6c
@proceduralgeneration
David Umemoto inspired structures.
https://redd.it/14yd9zr
@proceduralgeneration
Can you tell me which patterns you like and which you don’t like? And maybe why? I’m doing a little research on visual language of the game, any input is appreciated
https://redd.it/14x8jx9
@proceduralgeneration
Procedural Stylized Lamp | Houdini
https://redd.it/14wwmkj
@proceduralgeneration
Solar intensity based seasons
https://redd.it/14wt6mv
@proceduralgeneration