r/proceduralgeneration

▲ 450 r/proceduralgeneration+3 crossposts

i used threejs to make a 3d interactive edition of an ancient zen book

The Gateless Gate is a collection of 49 koans, short cryptic stories about Zen Buddhism from 13th century China. It's one of the strangest books ever written and one of my favorites. I decided to give it a major modern upgrade.

https://killedbyapixel.github.io/GatelessGate/

The concept was to create a custom 3D scene for each koan that demonstrates it in a visual way. I went with a super minimal ancient scroll look, but each page has a red accent object that responds in some way when you touch it.

There's a debug panel you can open by pressing HOME, which lets you play with the settings (press HOME again to close it). The rendering uses depth edge lines for the outline effect, and there are a lot of other pieces in there (paper shader, grass, water, ocean).

This is also an experiment in generative art. Nothing is downloaded: every model, scene and sound is built by code when the page loads, so the whole thing is about 1.5 MB. There are 45 models in the kit and most of them are created procedurally. The 5 animals share a quadruped rig, trees grow from a recursive branching function, grass is a noise field, and so on. The soundscape is generated the same way, with no samples anywhere: wind, bells, chimes, rain and ocean, all created in real time.

This was a really fun project to work on and different from stuff I have made before. It was a ton of work but it feels good to see my vision realized, and I hope people enjoy it.

Code: https://github.com/KilledByAPixel/GatelessGate

u/Slackluster — 1 day ago
▲ 390 r/proceduralgeneration+2 crossposts

Make a crazy procedural star with Blender EEVEE(FREE PROJECT FILES)

A few days ago, I posted this procedural star render and got way more support than I ever expected. plus a flood of 'tutorial please' comments (and even a knife threat or two 😂). So here it is! Full step-by-step tutorial on how to create this animated star in Blender EEVEE, with free project files included. Hope you enjoy it and learn something new!

Tutorial link : https://youtu.be/WlQdolBBwLM?is=TtAKfGLyeXNLgxIm

u/Poly3Blend — 1 day ago

Procedural Noise Packs

Some procedural tileable noise packs and clones of substance designer noise presets.

Made for my texturing app to get rid of subscription fees from adobe.

u/Omnikorp — 1 day ago
▲ 66 r/proceduralgeneration+1 crossposts

Procedural PNG, WIP

42 parts with 8 knobs. Using 2D Renderer, doesn't create any PNGs. Layers, pixels all created in code. Able to add/remove Skin layer. Fat simulation (See Image 3). Defomities (Image 4). Every creation is from a seed. A seed can be called and will return the exact creation.

What's not in the photo: I've since added more modifiers like Accuracy, based on Eye placement, Body Symmetry and other deformities. Stability is low center mass, wide stance, etc.

There are other Mutations, Tails, Horns but are rough drafts. Tails are fairly uncanny with skin. Would likely change this if I end up using it. Horns are the most believable looking out of the mutations.

EDIT: appologies, title is a little misleading this isn't a "Procedural PNG" its just using the renderer. However I can export any seeded creation to a PNG!
EDIT#2: Link to next post: https://www.reddit.com/r/Unity2D/comments/1vtpyzn/pixel_hitboxes/

u/MojoBubu — 2 days ago
▲ 955 r/proceduralgeneration+15 crossposts

[Release] LongExposureFX COMP | An experimental temporal ghosting toolkit

An experimental temporal ghosting / long-exposure toolkit for TouchDesigner, built for turning prerecorded and real-time footage into smeared, split-exposure, echo-like motion.

The system layers delayed frames, masks the active subject region, and adds optional feedback persistence to generate distorted portrait, face, and full-body trails that sit somewhere between long exposure, temporal rupture, and spectral motion blur.

This release also includes:

 a custom FLUX-2 LoRA trained on experimental photography [the one used in this demonstration]
 the pertinent ComfyUI workflow for FLUX-2.dev + LoRA text-to-image generation

Available now through my Tools Store.

Both music and visuals by myself, deeply inspired by the recent BoC-related events.

u/TasTepeler — 3 days ago

Trying to generate this specific pattern, but I'm stuck. Any tips or advice?

Hey everyone

I'm trying to create/generate this pattern, but I haven't been able to get a satisfactory result yet.

Does anyone have tips on how to approach this? Any workflow suggestions, prompt tweaks, or settings I should look into would be super helpful!

Thanks in advance!

u/jazanelato — 2 days ago
▲ 573 r/proceduralgeneration+1 crossposts

I believe there is an 85% chance you will like this post - Fully procedural flowfields with Blender EEVEE! (NO Simulation)

Yes, this is Adrian. Do you have any other questions?

u/Poly3Blend — 3 days ago

Update: The world now makes its own people

https://preview.redd.it/rztbdcuq16kh1.png?width=1461&format=png&auto=webp&s=541ae62e746c45be6b0aa7df9b53f876c094f4f6

Births are now part of the simulation.

People

Marriage is a two phase process. A proposal, then a recheck up to a year later, because a year is long enough for either party's situation to change. Children come out of an actual gene mixer, traits blended or recessive depending on the trait.

Now for the census. 7,600 children across a 300 year world. And the second generation is 230 people. The reason (after a lot of investigating) 84% of settlements are founded by exactly one couple. Their children are all full siblings, and the kin filter refuses every match the site can offer. A settlement founded by one couple cannot have a third generation at any run length, at any proposal rate.

Civilizations

Every world now founds its civilizations at year 1. A template, a name in their own tongue, a seat, a territory claim, a king. And then they all die because succession is not built yet.

Dwarves, elves and goblins exist as real entities in game.

Dwarf

Goblin

Elf

Named Things

Artifacts are now in i.e., named objects with claims and whereabouts. One 300 year world produced 235,274 named objects. Objects can now be moved as NPCs carry them. The world keeps a belief map of where everything was last seen, and it's right about 99.7% of everything on day one with a median staleness of 71 years, so a book telling you where the hoard is describes a map that is usually old.

Naming got deeper as well. Adjectives slot into names behind an ordering rule, so the generator produces things like Ironoath the Shadowy Iron Gem Anvil of Mountains.

Where it is at?

Still not playable. The simulation is bigger now and more refined.

Solo project, still. Happy to answer anything.

Answers to some Previous Questions from the Previous Post

u/Geaxle

>Awesome project! By wrong books you mean they are incomplete as no error id ever injected, just information is missing ? Or did I miss something? It would be awesome if earsay was not exact, that people might miss remember names, dates or place slightly to increase this effect as happens in the real world.

It means that information goes stale so something might have been true say a 100 years ago but that information is out of date till someone updates it.

u/ggrieves

>STRIKE THE EARTH!

Diggy Diggy Hole

Link to Previous Post

reddit.com
u/Hrstar1 — 2 days ago
▲ 23 r/proceduralgeneration+1 crossposts

TotB prototype 5 - inside out

Progress on my nearly fully procedural world for the game I've been working on for most of this year. This is one of the test islands, used to let me tweak the generation in a controlled way. This one is all about the mountain at the centre... and more importantly, what's contained within.

It's come a long way since I posted a few months ago; visually I think it's a lot more interesting. It's much, much more optimised (though there's quite a bit of unwanted pop-in and other visual issues I'm working to address) hence how I can now do a fly-through rather than a walk-through.

All of the meshes, textures, materials, and most of the sounds (excluding the water at the very start) are procedurally generated. The installer is currently a 7mb exe file!

The tech stack is Rust on the back-end, and WebView2 (Chromium, Windows only at the moment) via Tauri, running three.js as the renderer. There's nothing particularly groundbreaking about any of the stuff in here; it's all the usual (and perhaps slightly naive) implementations we've seen here a thousand times before. Most of it is just liberal applications of layered noise. I'm quite proud of the net effect though, and I think that's maybe its main appeal - it's a really nice world to wander around, and that to me has really been the most important factor. So much so that the game (yes, there is one) has taken a back seat while I splurged on crafting the world.

I'll be releasing a demo sometime soonish, likely on Steam. I'll drop an update in this sub when that happens if anyone would like to take a stroll :)

youtube.com
u/lewster32 — 3 days ago

Procedural spiral galaxy generation and simulation I've been working on

I have been working on a little space simulator project. Where everything is generated. The whole universe is generated procedurally, each star you see in the background is actually a Galaxy. Inside the galaxy each start has an algorithm based position, initial velocity and color. All galaxies in the universe are randomized. The physics work in real time using Barnes-Hut algorithm. Hope you like it!

u/Actual_Coffee_200 — 4 days ago
▲ 17 r/proceduralgeneration+3 crossposts

Progress on my custom voxel engine (VoxelForge): Coastlines, procedural palms, and wind shaders :)

Hey everyone!

The engine is really coming together and the scenes are starting to feel much more alive. Here is a look at the coastal/ocean biome generation in VoxelForge.

Current features shown in the video:

  • Coastal Topography: Smooth island transitions, shallow sandbanks, and deep seabed generation.
  • Procedural Palm Trees: Curved trunks, coconut clusters, and cascading fronds.
  • Foliage Wind Animation: Vertex shader displacement applied to flowers and palm canopies for organic breeze movement.
  • Water & Lighting: Water transparency with reflections and a warm summer lighting profile.
  • Skybox & High Clouds: Volumetric layered voxel clouds with horizon-aware rendering.

Still actively optimizing batching and draw calls, but really happy with how the atmosphere is turning out.

Feedback and thoughts are always welcome!

u/_m4ndingo_ — 4 days ago

Just added a snowy highlands biome to my game. This was the first thing I saw when I spawned to see how it turned out. Fully procedural terrain, happy how it turned out. What do you guys think?

u/luka_makes_games — 3 days ago
▲ 23 r/proceduralgeneration+1 crossposts

Does this real-time MPM physic simulation behave like snow? add diagnostic coloring of the plastic volume ratio.

Feedback is very welcome. Comments on my previous video helped me realize that the plow blade was facing the wrong direction. diagnostic coloring of the plastic volume ratio

implemented in C++ using OpenGL compute shaders

imgur.com
u/DigitCell — 4 days ago

Organic Hex Trace

Inspired by https://www.reddit.com/r/generative/comments/1vb9li5/hex_trace/

Lines walk a hex-coordinate system. Probabilities in each of the 5 possible direction is what creates the variance. Density and line width increased in a way that creates more organic shapes when compared to the artefacts from the original version by https://www.reddit.com/user/zerp37/

Art work I intend to use for my personal blog at https://mbrehm.com

u/okcoolynot — 5 days ago