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:
Perlin noise:
White noise:
Perlin noise+gradient mapping:
It may be used to create cool textures/detail textures and animated textures.
Procedural texture generator (concept)
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- Prole
- Posts: 18
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Re: Procedural texture generator (concept)
Wow. That's really cool!
Gives high hopes for the possible graphics that can be achieved in LOVE.
Gives high hopes for the possible graphics that can be achieved in LOVE.
Re: Procedural texture generator (concept)
Oh god this is perfect! Thankyou!
- josefnpat
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Re: Procedural texture generator (concept)
This is very cool, and I would really love to see this get into love.
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<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
- Taehl
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Re: Procedural texture generator (concept)
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.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
- slime
- Solid Snayke
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Re: Procedural texture generator (concept)
LÖVE already supports shaders - in the version that is not released yet.
Re: Procedural texture generator (concept)
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:)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.
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:)slime wrote:LÖVE already supports shaders - in the version that is not released yet.
- slime
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Re: Procedural texture generator (concept)
You can compile the source yourself, or bartbes has a love-unstable PPA or whatever it is, I think.RPG wrote:I'm waiting for Linux version with shaders. I didn't see it yet.slime wrote:LÖVE already supports shaders - in the version that is not released yet.
- Taehl
- Dreaming in associative arrays
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Re: Procedural texture generator (concept)
Faster than .werkkzeug?! That's a tall order...RPG wrote:This program will be similar to Neo Textureedit or .werkkzeug, but much, much faster.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Re: Procedural texture generator (concept)
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.Taehl wrote:Faster than .werkkzeug?! That's a tall order...
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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