Procedural texture generator (concept)

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RPG
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Procedural texture generator (concept)

Post by RPG »

Simple program, that generates seamless procedural textures: cellular noise and perlin noise. It also supports some effects: blending, gradient mapping, blur.

It uses GPU for image processing ant it is very fast (512x512 texture in less than 30 milliseconds). Now this program runs on my own engine, which supports GLSL shaders. This engine is LOVE-compatible, so, when LOVE supports shaders, this generator may runs on LOVE.

All textures and effects are seamless:

Cell noise+gaussian blur:
Image

Perlin noise:
Image

White noise:
Image

Perlin noise+gradient mapping:
Image

It may be used to create cool textures/detail textures and animated textures.
StormsAndOceans
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Re: Procedural texture generator (concept)

Post by StormsAndOceans »

Wow. That's really cool!

Gives high hopes for the possible graphics that can be achieved in LOVE.
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kraftman
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Re: Procedural texture generator (concept)

Post by kraftman »

Oh god this is perfect! Thankyou!
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josefnpat
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Re: Procedural texture generator (concept)

Post by josefnpat »

This is very cool, and I would really love to see this get into love.
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Taehl
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Re: Procedural texture generator (concept)

Post by Taehl »

Oooh, I like it. Have you ever used Genetica? That could be a source of inspiration for you. It's a damn good procedural texture program.
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slime
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Re: Procedural texture generator (concept)

Post by slime »

LÖVE already supports shaders - in the version that is not released yet. :P
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RPG
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Re: Procedural texture generator (concept)

Post by RPG »

Taehl wrote:Oooh, I like it. Have you ever used Genetica? That could be a source of inspiration for you. It's a damn good procedural texture program.
Yep, Genetica is good, but proprietary. This program will be similar to Neo Textureedit or .werkkzeug, but much, much faster. To white thing similar to Genetica I need a team of professionals:)
slime wrote:LÖVE already supports shaders - in the version that is not released yet.
I'm waiting for Linux version with shaders. I didn't see it yet. I waited a long time of release 0.8, but during that time I wrote a similar engine with similar functionality:)
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slime
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Re: Procedural texture generator (concept)

Post by slime »

RPG wrote:
slime wrote:LÖVE already supports shaders - in the version that is not released yet.
I'm waiting for Linux version with shaders. I didn't see it yet.
You can compile the source yourself, or bartbes has a love-unstable PPA or whatever it is, I think.
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Taehl
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Re: Procedural texture generator (concept)

Post by Taehl »

RPG wrote:This program will be similar to Neo Textureedit or .werkkzeug, but much, much faster.
Faster than .werkkzeug?! That's a tall order...
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RPG
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Re: Procedural texture generator (concept)

Post by RPG »

Taehl wrote:Faster than .werkkzeug?! That's a tall order...
Much, much faster. .werkkzeug is a good assembly code. I wrote messy glsl code, but my video card about 20 times faster than my CPU. I use shaders to generate random noise and it is fast as hell. I dont think that .werkkzeug uses shaders to generate textures (it is quite slow on my Pentium IV) while my GPU renders 25 perlin noise textures in one second, over 120 cellular noise textures in one second, 1000 white noise textures, 10-20 gaussian blur filters.

Note, how long .frabrauch demos are loading due to texture generation.

When I can demonstrate better texture editor, you can compare .werkkzeug and my method. Of course, my program targeted on modern GPU's, but my GeForce 6600 works very well. It can easily generate 4096x4096 textures with supersampling (not too fast, but try to generate 4096x4069 texture in .werkkzeug or Genetica. .werkkzeug crashes, and Genetica uses 3-5 Gb RAM!) .
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