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Procedural development

Started by ShadowMaker 4 replies 2k views
Original Post
ShadowMaker
ShadowMaker
Hello :) This is my first post and I am glad to see a community which shares my activities so there might me people who could help me. I have a problem. I would like to create some procedural floors and I wanted to ask what do you think how to solve that. http://img172.imageshack.us/img172/4426/bild1p.png http://img410.imageshack.us/img410/1070/bild2b.png [Doesn't BB Code work in this forum?] Well, I just thought about splines with a random dot position but that does not really look nice. Any suggestions? Some people told me to look at the L-System ( I am familiar with the NFA, DFA, etc.) but I hadn't done that before in this way. Thanks for any suggestions. Currently I am really helpless.
Dmytry
Dmytry
You can use Voronoi diagram based textures, as described in "texturing and modelling: the procedural approach" .
It works as following. You have points randomly scattered on the floor. Difference of distance to closest and second closest point gives you distance to "crack" between floor tiles (intuitively cracks are lines of equal distance between points, boundaries of cells in voronoi diagram).
To find closest and second closest points quickly, you can e.g. use square grid, with 1 point in each grid cell, so that you only need to consider few neighbour cells when sampling any specific point.

You can use closest point ID to have different texture on different tiles.

I used this technique to make stones in these images

edit:more examples
Waterwalker
Waterwalker
Looking at the images provided in the original post I would think he wants to generate something like a street map as "floor" for a city?

Then procedural texturing methods won't help that much here. You would need a 2D graph where the edges describe the roads. Try google for "procedural city generation", that should get you some good results. Actually, there are approaches using L-Systems to generate street maps but that does not generate textures either. Just a list of edges making up the roads and how they are connected.

Maybe you should get into more detail what you actually want to achieve. :)
------------------------------------I always enjoy being rated up by you ...
phresnel
phresnel
Quote:
Original post by Dmytry
You can use Voronoi diagram based textures, as described in "texturing and modelling: the procedural approach" .
It works as following. You have points randomly scattered on the floor. Difference of distance to closest and second closest point gives you distance to "crack" between floor tiles (intuitively cracks are lines of equal distance between points, boundaries of cells in voronoi diagram).
To find closest and second closest points quickly, you can e.g. use square grid, with 1 point in each grid cell, so that you only need to consider few neighbour cells when sampling any specific point.

You can use closest point ID to have different texture on different tiles.

I used this technique to make stones in these images

edit:more examples


Need. To. Remember. Use of. Voronoi Diagrams. For Stone Display. So. Obvious. Yet unknown to me. Awe. Some.
ShadowMaker
ShadowMaker
hey, thanks for your comments. Yes, I just want to generate a map of streets (not a texture) 'just' as geometry.


Well, the voronoi diagramm looks nice and for the beginning it might be enough. I will check the papers of the Siggraph which might help me. THanks :)


If anyone of you have further information or papers, please post. Thanks.

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