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Questions tagged [procedural-generation]

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1
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0answers
47 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
156 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
2answers
895 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 ...
4
votes
1answer
157 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
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0answers
71 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
186 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 ...
6
votes
1answer
120 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 ...
4
votes
1answer
321 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
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0answers
237 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 ...
6
votes
1answer
680 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 ...
6
votes
1answer
189 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 ...
9
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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
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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 ...
27
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1answer
1k 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 ...