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The near future of procedural textures......
show user profile  HANZZ
Since 1997, when Unreal 1 came out, and I got inside the very first engine, I was dumbfounded by some of the effects creation methods I saw. The fire that was put on sconces around those levels was not an animated texture, but was actually an entirely new kind of effect I'd never known about, and certainly never before seen: procedural textures. Rather than using a sequence of images of flame, the fire on those sconces was made in a shader app IN THE ENGINE, and placed on small poly cards above the sconce models. You could even make your own, and it was unbelievable. It looked magnificent for the day, and was a true revelation. And it made me think........what could NOT be described via procedural means?......The answer was: nothing.

Fast forward to today, we have entire worlds being created this way: terrain, diffuse, and normals, like Outerra does (the height data is actually DEM based, from terrain maps around the earth, with fine tuning overlaid via procedural displacement, and all the textures are fully procedural. Same with Star Citizen's worlds and No Man's Sky as well.

The power of procedural content creation is finally being realized in an upcoming spate of games, and it's the fruition of a dream I had, a long time in coming. Fire, water, clouds, terrain, textures, human beings, faces, even mechanical objects can now be described with lines of code and auto-generated with such uniqueness and realism that for such menial things it's kind of a waste to make them by hand.

My question is......where do you think this will find its limit? Sure, No Man's Sky botched the potential it had by making goofy ass looking animals, pastel colored worlds that look entirely the same (because of an auto-generated seed that never deviates but about 5 percent from the base seed).....but despite NMS's poor result and reception, it still set a huge procedural precedent, as will Star Citizen.

I'd be curious to hear everyone's thoughts on this for games, and also for shaders etc. for offline 3d rendering. I personally foresee a time where the sophistication of procedural will be something people can actually cobble together in the same manner as rendering shaders today, only in the form of base shape, color/s, wear, weathering, etc.



 photo MorgothArisenSig_zpsup4yjp7o.jpg

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3/27/2017 5:02:59 AM (last edit: 3/27/2017 5:02:59 AM)
show user profile  Garp
> My question is......where do you think this will find its limit?

At some point (though not tomorrow), we might see machine learning being used for tasks such as lip sync or even facial expressions based on intonation. On a larger scale, things from crowd systems and evolving environments to non-deterministic storylines could be created with software educated by zetabytes of real data, mingled with whatever twists art directors want.
Imagine game creators not having to deal with a million of technical details such as polymodeling, unwrapping and texturing, rigging and animating, etc.
Sounds sci-fi today but these smarter programs become more and more mainstream really fast. It's only a matter of time before they make it to the cg/vfx industry.




read 487 times
3/27/2017 6:14:34 AM (last edit: 3/27/2017 6:14:48 AM)
show user profile  EricBoss
Agree with Garp here bud. These kind of technologies will morph into things totally unexpected. The better question would be what direction would they morph into ? ;)
read 402 times
4/2/2017 12:02:01 AM (last edit: 4/2/2017 12:02:01 AM)
show user profile  c0
This is more like parametric than procedural...parametric = using parameters to control...procedural = generated by means of an algorithm, repetative, seamless...
read 393 times
4/2/2017 6:52:21 AM (last edit: 5/2/2017 1:47:24 PM)
show user profile  ScotlandDave
I love doing stuff procedurally and agree it's definitely going to play a big part in the future of content creation. Look at what can be achieved using procedurals with for example Substance Designer, or World Machine, etc..

If you think about it, nature itself is procedural, albeit a complex and intricate layering of procedurals, but ultimately nature can be broken down and explained by algorithms etc. In fact Stephen Hawkins hints at this in his book A Briefer History of Time and what he suggests is that it would be theoretically possible to predict absolutely everything, if it wasn't for the unpredictability introduced at the atomic level by quantum particles. But still, beyond that it's all systems and they're all governed by physics..

Btw C4D has a pretty good bunch of different procedural noise types built in, i always kinda missed that with Max.


Website | Blog | Contact | Vimeo

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4/3/2017 12:13:45 AM (last edit: 4/3/2017 12:15:01 AM)
show user profile  9krausec
I've made it my goal for the next 1-2+ years to learn this software as well as I remember my zip code, relatively well.


GDC 2017 Procedural Assets for UE4 from Go Procedural on Vimeo.






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read 355 times
4/3/2017 3:47:19 AM (last edit: 4/3/2017 3:47:19 AM)
show user profile  HANZZ
When it comes to procedural content creation, I'm not referring to perlin/simplex noise all that much. I'm more referring to the ability to create both models and textures from procedural a basis, using a node-based system with pre-defined lists of variables (hard surface lists, organic lists, etc.)

Such a system might allow the following for a brick shader:
size X : variation% __
size Y : variation% __
shape distortion : variation %__
Color 1: variation% __
Color 2: variation% __
Brick stack offset : __
Brick stack offset variation% __
Spacing X : variation% __
Spacing Y : variation% __
Edge Wear : %__ : variation% __
Cracks : coverage % __ : variation% __
Chips : coverage % __ : variation% __
Grunge Overlay : Yes__ / No__
Grunge Overlay color : __
Grunge Overlay coverage : __
Grunge Overlay visibility : __

Normal map : Yes__ / No __
Normal map : variation%__
Mortar color : __
Mortar color : variation%__
Mortar cracks : Yes__ / No__

 photo MorgothArisenSig_zpsup4yjp7o.jpg

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4/3/2017 5:05:21 AM (last edit: 4/3/2017 5:08:10 AM)
show user profile  9krausec
Houdini. Substance Designer. The epitome of proceduralism.

Houdini Apprentice is free for educational use. Go get 'em tiger.




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read 345 times
4/3/2017 5:16:36 AM (last edit: 4/3/2017 5:16:36 AM)
show user profile  Sir_Manfred



Visit my Portfolio
http://www.Freds3D.com

read 332 times
4/3/2017 11:34:59 AM (last edit: 4/3/2017 11:34:59 AM)
show user profile  Nik Clark
Best refund of 2016.



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4/3/2017 11:44:05 AM (last edit: 4/3/2017 11:44:05 AM)
show user profile  Sir_Manfred
I'll probably buy it when it's cheaper and better :)



Visit my Portfolio
http://www.Freds3D.com

read 326 times
4/3/2017 12:48:15 PM (last edit: 4/3/2017 12:48:15 PM)
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