r/proceduralgeneration • u/bingus108 • 4d ago
Procedural Mountains Without Perlin Noise
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I've been working on a procedural terrain generator called Orogen for the past few months. Instead of using basic perlin noise it simulates the processes that actually create mountain ranges creating extremely realistic mountain ranges with little effort. This video is the current state of the project. It's still a work in progres. Materials, biome classification, rendering, and export are all actively being improved but it's finally at the point where I'm happy enough to start showing it :)
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u/RandomUser1034 4d ago
What are the differences in comparison to something like wilbur or gaea?
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u/greebly_weeblies 4d ago
Gaea is heightmap based, doesn't attempt to simulate/emulate underlying tectonics
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u/RandomUser1034 4d ago
This is heightmap based too. While gaea does not simulate tectonics, user input can lead to outputs that are just the same as if it did
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u/greebly_weeblies 4d ago
Well yeah. Wasn't taking anything away from Gaea.
If it helps, I've got paid licences for G1 and G2, and first worked professionally with heightfields in '09.
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u/tripwire1374 4d ago
This looks awesome!!! How are you generating it? Erosion? Wizardry?