Procedural Landmass Generation (E01: Introduction)

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Keen for the rest of the tutorials keep it up

πŸ‘οΈŽ︎ 9 πŸ‘€οΈŽ︎ u/blaze7736 πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies

Extremely well done. In particular:

  1. I like that you're apparently doing short micro-segments.
  2. I like that you move fast with no downtime/noise.

I really enjoyed this, and am looking forward to more.

Keep up the great work!

πŸ‘οΈŽ︎ 9 πŸ‘€οΈŽ︎ u/pateras πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies

This is exactly what I've been needing! Any idea on a release schedule? This is fantastic!

πŸ‘οΈŽ︎ 5 πŸ‘€οΈŽ︎ u/PlusOn3 πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies

I'm currently going through your procedural cave tutorial series, which I've learned a TON of stuff from. I shared out that series with the other devs on my team at work, and they all had high praise for it too. Brilliant stuff, and I plan on going through the rest of your tutorials over time.

I'm really looking forward to the rest of this series. Keep up the awesome work.

I also backed you on patreon, and I recommend that other folks do as well.

πŸ‘οΈŽ︎ 4 πŸ‘€οΈŽ︎ u/GreatBigJerk πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies

Excellent, looking forward to the next lessons, thank you.

πŸ‘οΈŽ︎ 1 πŸ‘€οΈŽ︎ u/NoCSLenoi πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies

Very excited for this series!

πŸ‘οΈŽ︎ 1 πŸ‘€οΈŽ︎ u/Rhames πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies

That was really well done, I can't wait for the rest.

πŸ‘οΈŽ︎ 1 πŸ‘€οΈŽ︎ u/adfvx πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies

Amazing video! You definitely earned yourself a sub!

πŸ‘οΈŽ︎ 1 πŸ‘€οΈŽ︎ u/Anders4000 πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies

Really well put together video. Can't wait for the rest

πŸ‘οΈŽ︎ 1 πŸ‘€οΈŽ︎ u/Connarhea πŸ“…οΈŽ︎ Jan 31 2016 πŸ—«︎ replies
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Hi everyone, welcome to this series on procedural landmass generation. So just as a quick overview, we're going to begin by generating height maps using perlin noise, then we'll assign terrain types to the various height ranges, and finally use all this information to construct our 3D mesh. So in this introductory episode, I'd just like to talk a bit about noise. This here is regular noise, with values for each pixel picked randomly between 0 and 1. Perlin noise, however, is a type of coherent noise, which means that changes occur gradually. So if we were to take a slice of this noise, we would get something that looks like a section of mountainous terrain. Just two quick bits terminology you're most likely already familiar with - when we talk about amplitude, that's the y axis, while frequency deals with the x axis. But back to our mountain. Currently it's too smooth - we need a way to add in detail, while preserving the overall shape, and we do this by layering multiple levels of noise. So here in blue we have 3 noise maps, commonly referred to as octaves. In red we have the result when all of these octaves are added together. So if the first octave represents the main outline of the mountain, then let's imagine the second octave as the boulders, and the third as just the small rocks. So we want each subsequent octave to increase in detail, and to control this, we add a variable called lacunarity. The frequency of octave one will be lacunarity to the power 0, for octave 2, lacunarity to the power 1, and so on for however many octaves we have. So if I were to set the lacunarity variable equal to 2 for example, we would get frequency values of 1, then 2, then 4. Now as each octave increases in detail, its influence should diminish. This makes sense in our mountain analogy - the smaller the rock, the less effect it should have on the outline of the mountain. So, enter a new variable - persistance. We now set the amplitude of octave 1 equal to persistance to the power 0. Octave 2, persistance to the power 1, and so on. Using a persistance value in the range (0 to 1) now enables us to affect how rapidly the amplitude decreases with each octave. If we set the value of our persistance variable to a half, octave 1 will have an amplitude of 1, octave 2 an amplitude of a half, and octave 3 an amplitude of a quarter. So by doing all of this we've now achieved a far more natural looking outline. If we consider this setup applied to a 2d map, you can see that increasing the lacunarity value essentially increases the number of small features, while modifying the persistance value affects how much these small features influence the overall shape of the map. So that concludes this little intoduction, in the next video we'll begin our actual work on the heightmap generator. Until then, cheers.
Info
Channel: Sebastian Lague
Views: 753,409
Rating: undefined out of 5
Keywords: procedural generation, proc gen, perlin noise, world, procedural, terrain, random, Unity (Software), Unity 5
Id: wbpMiKiSKm8
Channel Id: undefined
Length: 3min 27sec (207 seconds)
Published: Sun Jan 31 2016
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