Meander: a procedural system for generating maps of rivers that never existed
roberthodgin.com
roberthodgin.com
Results looks amazing, though I wish algorithms were explained more in detail.
I think there are couple of more methods available for generating such rivers, approach taken by Guerilla Games is pretty good as well: https://www.sidefx.com/community/horizon-zero-dawn-guerrilla...
It must’ve increased my productivity at least 5x fold, and it costed around 250 USD, which is really cheap compared to other 3D software packages.
Basically I just use Houdini to do everything from terrain generation, static mesh modelling, rigging/animation to VFX. It doesn’t have good sculpting capabilities, so zbrush is needed for organic character modelling.
Most amazing thing about Houdini is that it let’s you basically code entire asset generation and baking process via python.
I’m 100% sure Houdini will take over entire gaming industry, I doubt conventional modelling software like Maya or 3D Max will be utilised in new game studios, though older ones will still use them due to initial investments they made.
I've been sharpening my blender skills for content creation and while I enjoy it, it's quite slow.
Honestly Houdini is so complicated it will probably take you three months to get to basic proficiency and you will need to learn python if needed. I mostly used YouTube tutorials and documentation itself.
https://www.engineering.uiowa.edu/news/life-and-pioneering-w...
https://www.thispersondoesnotexist.com/
https://www.thisworddoesnotexist.com/
Maybe "never existed" alludes to the time dimension used to generate these fictitious rivers; they don't exist now and they didn't exist in the past.
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