Re: JSON Terrain
Posted: Sat Oct 20, 2018 12:47 pm
It is a LOOONG way from useful right now. Very much experimental, in need of a lot of work.
CommentsWe introduce Infinigen, a procedural generator of photorealistic 3D scenes of the natural world. Infinigen is entirely procedural: every asset, from shape to texture, is generated from scratch via randomized mathematical rules, using no external source and allowing infinite variation and composition.
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<sturnclaw> The thing I like about infinigen is it's basically 80-90% of the
work needed to replicate e.g. No Man's Sky's procgen foliage built
on top of Blender's geometry nodes and written in readable python
<sturnclaw> We may or may not use it directly, but I [22:44:29]
<sturnclaw> *I'll definitely be cribbing notes from the implementation for
sure [22:44:42]
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<sturnclaw> There is a definite possibility we could use this for mesh
generation for cities in the future - it can handle organic and
artificial shapes and works on a directed graph rather than a
square grid [16:57]
<sturnclaw> Because it's graph based, it could operate at the level of very
simple input meshes and the results used to arrange "mesh
sections" with higher detail + texturing to make up a
fully-detailed building or city [16:58]
<sturnclaw> By sections, I mean a fragment of a wall or roof edge or
ceiling/floor/balcony tile, etc. [16:59]