The Stack Overflow podcast is back! Listen to an interview with our new CEO.

Questions tagged [procedural-generation]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
0
votes
0answers
14 views

Voronoi pattern with toon lighting

I currently have a single step toon shader using this simple behaviour (no anti-aliasing for the moment). As expected the result is a single straight line. ...
4
votes
2answers
47 views

Creating a Smooth 3D Mesh from a 2D Outline

I am trying to find (or maybe create) an algorithm for creating a smooth, rounded 3D mesh given a 2D outline. I'm trying to recreate a system from a Gamecube game called Amazing Island, and you can ...
4
votes
1answer
57 views

How to approximate the heightmap of processed wood?

In the above image, you can see that there is some slight variation of the height of each wood plank. These variations do NOT come from the wood texture itself, but from the way it was cut, i.e if a ...
1
vote
1answer
58 views

Organic 2d tree generation

I'm looking for a code to generate organic 2d trees like thiskind of shapes Gerard Ferrandez has an example to generate some tree but not organic like the picture shape https://codepen.io/ge1doot/pen/...
1
vote
0answers
28 views

Help with efficient quadtree vertices indexing to avoid redundancy

I am creating a quad tree from ground zero, because I am going to collapse it from bottom up I am refining it with a certain LoD level. I am using glm for mathematics and opengl for rendering. ...
1
vote
0answers
54 views

Evenly distributed point cloud for a grass renderer on a sphere

I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (...
3
votes
1answer
212 views

What might be causing these artifacts in 5D & 6D simplex noise?

I've been working on writing functions for 5 and 6 dimensional simplex noise, working off FastNoise's 4D function as a base. 2D, 3D and 4D noise all follow a very similar and recognizable pattern ...
4
votes
3answers
2k views

How to modify Perlin (not simplex) noise to create continental like terrain generation

I have been playing around for a day with Perlin noise, and I am currently stuck. Most of the modifications I have made to the algorithm produce more or less the following: Now, this is a very good ...
3
votes
1answer
250 views

Help understanding Perlin Noise

I am following this tutorial: Understanding Perlin Noise | Blog To understand Perlin Noise. In particular, right now I am focusing on the following code section: ...
1
vote
0answers
88 views

Round Box SDF scaling issue

I am using the Inigo Quilez SDF function to generate a round box shape. The aim is to be able to control the shape scale, smoothness and roundness. I've achieved a pretty good result but I am facing ...
4
votes
1answer
223 views

procedurally generating a texture overlay simulating shrink wrap

I'm looking for a way to procedurally create a realistically looking texture overlay simulating the object being shrink wrapped. It is only used to be added to single images, so it does not need to ...
5
votes
1answer
133 views

Correct post-displacement normal calculation (Y-component and epsilon)

I often use a 2D Perlin noise texture to displace a grid in the vertex shader (e.g. terrain, ocean). However, every time I google the method to calculate post-displacement normals there is a slight ...
3
votes
1answer
393 views

Benchmark GLSL fragment shader

How can I benchmark a fragment shader? What my shader does is basically lots of floating point operations, since it's doing some procedural stuff.
11
votes
0answers
306 views

Why does increasing simplex noise dimension wash it out?

I just tried using this approach to create a tiling 2d simplex noise function with Gustavson's java implementation. The result tiled, but the texture seemed muddy / washed out. I decided to compare ...
5
votes
1answer
821 views

Creating an “ink spread” effect with a glsl fragment shader

I have dealt with glsl before, but I still have problems with my understanding of how to achieve certain kinds of effects with per-pixel processing. What I am looking to do is use a fragment shader to ...
5
votes
1answer
206 views

Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much darker ...
8
votes
2answers
1k views

What makes a good permutation table?

I'm implementing improved Perlin noise. Its key feature for randomisation is the hardcoded permutation table, which gives essentially random but reproducible gradients at the cells of the grid. The ...
15
votes
1answer
2k views

How can I generate procedural noise on a sphere?

I would like to generate procedural noise on the surface of a sphere (e.g. to procedurally generate planets or marble-textured balls). Of course, I could just take a standard noise algorithm and map ...
29
votes
1answer
2k views

Does the original Perlin noise ever have any advantage over Simplex noise?

Perlin noise is one of the most popular procedural noise functions. Perlin later developed Simplex noise which improves on some of the shortcomings of Perlin noise, notably its inefficiency in higher ...