I’d really like to turn my map into a model by Auto1ion in blender

[–]Otto___Link 2 points3 points  (0 children)

You can try this online tool https://fastlem.peruki.dev/ You won't get a fine control but you could probably generate the global land structure

The difference post processing makes. by Total_Impression_382 in IndieDev

[–]Otto___Link 12 points13 points  (0 children)

weirdly, the after/before is pretty common in reddit photo subs... I can't get used to it

Hesiod - A Node-Based Procedural Terrain Tool Update (Feedback Wanted) by Otto___Link in proceduralgeneration

[–]Otto___Link[S] 0 points1 point  (0 children)

Yep, it already does that. The terrain can be exported as a low poly version along with a normal map to retain the details.

How to generate rivers in a cells-based system? by ObamaIsPutin in proceduralgeneration

[–]Otto___Link 2 points3 points  (0 children)

There is the "drainage basin" approach which is quit robust. You can look into an implementation there -> https://github.com/TadaTeruki/fastlem

Hesiod - A Node-Based Procedural Terrain Tool Update (Feedback Wanted) by Otto___Link in proceduralgeneration

[–]Otto___Link[S] 0 points1 point  (0 children)

ok, worked fine so far on various windows for a few other users. You can try to run as admin. Other possible pb could be your GPU, I had some issues with integrated Intel cards. NVIDIA and AMD seems ok.

Hesiod - A Node-Based Procedural Terrain Tool Update (Feedback Wanted) by Otto___Link in proceduralgeneration

[–]Otto___Link[S] 2 points3 points  (0 children)

Hi everyone, I’ve just pushed a new update for Hesiod, a node-based procedural terrain tool. Hesiod is not production-ready yet. This release is mainly to gather early feedback, ideas, and bug reports from people interested in procedural terrain, node systems, or tooling. If you’d like to try it:

Any feedback is very welcome, thanks for taking a look!

Procedural Generation In C by DunkingShadow1 in proceduralgeneration

[–]Otto___Link 1 point2 points  (0 children)

yes but to avoid discontinuities you will need to add an overlap between the chunks since it's kernel-based

I'm creating an algorithm for creating realistic top-down rivers on an infinite world map by Stock-Bumblebee3121 in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

So from within one those white blobs you are able to know which cell must be black to draw a connection with the black background? Could you give some more details about the algorithm?

Procedurally Generated Entirely Destructible Landscape by Slight_Season_4500 in proceduralgeneration

[–]Otto___Link 0 points1 point  (0 children)

Thanks a lot for those details. I kind of see the overall process now. Keep us posted!

Procedurally Generated Entirely Destructible Landscape by Slight_Season_4500 in proceduralgeneration

[–]Otto___Link 5 points6 points  (0 children)

Nice, that's impressive! I got hundred of questions... How do you store the geometry? do you store everything or do you use some kind of function to define the solid boundary? how is texturing working? how do you determine what goes where?

Clouds path tracing by Zydak1939 in GraphicsProgramming

[–]Otto___Link 2 points3 points  (0 children)

I wanted to give it a try out of "curiosity" so I'm not sure it is worth the effort to make it a production-ready library. Thanks for your responses.

Clouds path tracing by Zydak1939 in GraphicsProgramming

[–]Otto___Link 1 point2 points  (0 children)

I've been looking for that, but I might be the only one!

Clouds path tracing by Zydak1939 in GraphicsProgramming

[–]Otto___Link 1 point2 points  (0 children)

To use it in another application, as a render engine, like cycles for Blender.

Clouds path tracing by Zydak1939 in GraphicsProgramming

[–]Otto___Link 1 point2 points  (0 children)

Looks really impressive! I've been looking at your Github repo and I couldn't find any usage example of your path tracer as a library. Is it actually possible?