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Geek Culture / Texturing & Modelling - a Procedural Approach

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Philip
21
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Joined: 15th Jun 2003
Location: United Kingdom
Posted: 30th Apr 2006 14:27
By David Ebert, F. Kenton Musgrave, et al.


I'd like to recommend this book. It is a thoroughly excellent and interesting book if you are looking into procedural texturing. Mathematically its very complex and certainly not for a beginner programmer.

The sections from Musgrave on procedural planet creation are fascinating - absolutely top drawer.

Cheer if you like bears! Cheer if you like jam sandwiches!
Quote of the week: "I highly recommend Philip's Vector Tutorials" (RiiDii)
Fallout
22
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 30th Apr 2006 14:30
Can ya give us a brief outline of what you mean by procedural texturing please philster?

Philip
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Joined: 15th Jun 2003
Location: United Kingdom
Posted: 30th Apr 2006 14:51
Code segments or algorithms that specify characteristics of a computer generated model or effect, i.e. instead of loading up a *.png file "marble texture" and applying it to a model, instead by code you create a marble texture. There are two advantages to procedural techniques - abstraction and parametric control.

http://en.wikipedia.org/wiki/Procedural_textures

http://en.wikipedia.org/wiki/Procedural_generation

http://www.pandromeda.com/

The power of procedural techniques is easy to underestimate. Take a look at the Mojoworld programme made by Pandromeda (link above). That allows you to create procedurally whole planets. Bloody amazing.

Cheer if you like bears! Cheer if you like jam sandwiches!
Quote of the week: "I highly recommend Philip's Vector Tutorials" (RiiDii)
Ron Erickson
Moderator
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Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 30th Apr 2006 15:40
Very cool stuff Philip! I will definately be looking into this further.

EZrotate!
TextureMax!
3D Character Maker!
Fallout
22
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 30th Apr 2006 15:43
Ahh, I gotcha. There was that 64k FPS game once, wasnt there? All the textures in that were procedurally generated I believe, so there was no media - just code, which allowed the game to be heavily compressed. I can definitely see the use of it, especially for infinite texture variation/blending etc. but is it feasible to apply it in real time?

MikeS
Retired Moderator
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Joined: 2nd Dec 2002
Location: United States
Posted: 30th Apr 2006 23:18
Anyone interested in procedurally generated alogrithms should look into Perlin noise, one of the most clever pieces of code out there for procedural textures.



A book? I hate book. Book is stupid.
(Formerly Yellow)

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