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		<id>http://wiki.polycount.com/w/index.php?action=history&amp;feed=atom&amp;title=Procedural</id>
		<title>Procedural - Revision history</title>
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		<updated>2026-04-05T13:20:10Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.23.2</generator>

	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=Procedural&amp;diff=6836&amp;oldid=prev</id>
		<title>EricChadwick: https://web.archive.org/web/20150330045346/http://unigine.com/articles/130605-procedural-content-generation/, was http://unigine.com/articles/130605-procedural-content-generation/</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=Procedural&amp;diff=6836&amp;oldid=prev"/>
				<updated>2015-08-12T11:29:25Z</updated>
		
		<summary type="html">&lt;p&gt;https://web.archive.org/web/20150330045346/http://unigine.com/articles/130605-procedural-content-generation/, was http://unigine.com/articles/130605-procedural-content-generation/&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 11:29, 12 August 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Procedural textures for games are often made with node-based texture-editing tools. For example: Substance Designer, Filter Forge, DDO, World Machine.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Procedural textures for games are often made with node-based texture-editing tools. For example: Substance Designer, Filter Forge, DDO, World Machine.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [http://unigine.com/articles/130605-procedural-content-generation/ Procedural Content Generation for Real-Time 3D Applications Part 1: Oil Rush] explains how the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Unigen &lt;/del&gt;team used Filter Forge for texture synthesis.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;https://web.archive.org/web/20150330045346/&lt;/ins&gt;http://unigine.com/articles/130605-procedural-content-generation/ Procedural Content Generation for Real-Time 3D Applications Part 1: Oil Rush] explains how the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Unigine &lt;/ins&gt;team used Filter Forge for texture synthesis.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;----&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;----&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Texturing]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Texturing]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=Procedural&amp;diff=6564&amp;oldid=prev</id>
		<title>EricChadwick: first pass</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=Procedural&amp;diff=6564&amp;oldid=prev"/>
				<updated>2015-07-13T23:40:48Z</updated>
		
		<summary type="html">&lt;p&gt;first pass&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Procedural textures are images created using noise patterns and other visual algorithms. &lt;br /&gt;
&lt;br /&gt;
However these patterns can look mechanical and repetitive. Several layers of painted and automatic patterns are usually combined to reduce repetition. &lt;br /&gt;
&lt;br /&gt;
Procedural textures for games are often made with node-based texture-editing tools. For example: Substance Designer, Filter Forge, DDO, World Machine.&lt;br /&gt;
&lt;br /&gt;
* [http://unigine.com/articles/130605-procedural-content-generation/ Procedural Content Generation for Real-Time 3D Applications Part 1: Oil Rush] explains how the Unigen team used Filter Forge for texture synthesis.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:Texturing]]&lt;/div&gt;</summary>
		<author><name>EricChadwick</name></author>	</entry>

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