Difference between revisions of "Procedural"

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(https://web.archive.org/web/20150330045346/http://unigine.com/articles/130605-procedural-content-generation/, was http://unigine.com/articles/130605-procedural-content-generation/)
 
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Procedural textures for games are often made with node-based texture-editing tools. For example: Substance Designer, Filter Forge, DDO, World Machine.
 
Procedural textures for games are often made with node-based texture-editing tools. For example: Substance Designer, Filter Forge, DDO, World Machine.
  
* [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.
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* [https://web.archive.org/web/20150330045346/http://unigine.com/articles/130605-procedural-content-generation/ Procedural Content Generation for Real-Time 3D Applications Part 1: Oil Rush] explains how the Unigine team used Filter Forge for texture synthesis.
  
 
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[[Category:Texturing]]
 
[[Category:Texturing]]

Latest revision as of 06:29, 12 August 2015

Procedural textures are images created using noise patterns and other visual algorithms.

However these patterns can look mechanical and repetitive. Several layers of painted and automatic patterns are usually combined to reduce repetition.

Procedural textures for games are often made with node-based texture-editing tools. For example: Substance Designer, Filter Forge, DDO, World Machine.


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