Blu Damadian's profile

Procedural Landscape

I created a geometry node system to generate a terrain whose characteristics were determined by a single variable: the water height.
Similar to what happens in the real world, the water height (which we could imagine as the actual height of the underground water table) determines the quantity and type of vegetation, as well as the composition of the soil. In this way, we can create infinite environments that could be used to build the universe of a video game or an animated audiovisual production.
In the same way, I was able to generate a node system that produces controlled variations of a path, allowing me to modify the topology of the terrain, the vegetation level, and the height of the path (turning it into a channel dug into the ground when a negative value is set).
Procedural Landscape
Published:

Procedural Landscape

Published: