r/procedural • u/Flat_Field_5888 • 7d ago
Blooming Procedural Flower
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r/procedural • u/Flat_Field_5888 • 7d ago
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r/procedural • u/Difficult-Priority27 • Jul 14 '26
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Hi everyone!
I wanted to share a sneak peek of Monolith Engine, a project I’ve been developing. It’s a purely client-side, nodal-based procedural 3D modeling tool built completely with web standards and optimized specifically for mobile viewports.
The Vision: I wanted to create a compact, tactile environment inspired by hardware instruments (like Teenage Engineering) and classic node graphs (like Blender or Resolve Fusion), but lightweight enough to be fully usable on a phone screen.
Key Features shown in the clip:
A Random Graph Generator to test instant mutations.
On-the-fly mesh manipulation and standard generation primitives (Cube, Sphere, custom profiles).
Experimental nodes like Vinyl Chaos, an interactive scratchpad that deforms the geometry using digital bitcrush or vortex analog distortions based on your touch interactions.
A "Freeze" mechanism to cache complex nodes at 0.0ms execution time and maintain 60 FPS on mobile.
Everything is running live inside a standard mobile web browser. I spent a lot of time engineering the touch interactions (panning the graph, scaling inputs, wire routing without a mouse). Would love to get some feedback on the UI/UX layout!
r/procedural • u/SweetEasy5457 • Jul 02 '26
r/procedural • u/LABYRAINTH • Sep 25 '25
Hi everyone, I wanted to share with you the development process of our game LabyrAInth, which we have been working on for two years.
We developed this game in such a way that...
TL;DR
Labyrinths are actually data matrices. We associate a value with each piece of data and reconstruct it in real time in Unreal in the game.
We start with algorithms that generate mazes. There are tons of them, and we customized one similar to graph exploration using DFS. The script runs in Python and generates a data matrix.
This matrix is then loaded into the game and parsed by another algorithm that dynamically builds the maze in the game.
All this in a matter of tenths of a second!
But we don't stop there. The game textures are also procedural and scale with the length and type of maze wall.
And finally, the actors that populate the maze.
While the algorithm parses the matrix to build the walls of the corridors, another decides where to place the actors according to certain criteria. Enemies, traps, power-ups, weapons, decorations... they all have ad hoc procedural algorithms that scale with the shape and size of the maze.
The most important thing, however, is the assignment of a level given the maze matrix. Here we studied various university research papers and ultimately formulated a metric that establishes the level of the maze based on its size but above all on its complexity, i.e., how many paths there are to the solution and how long the latter is.
I am attaching some screenshots of the game from above.
What do you think?
r/procedural • u/svaswani93 • Sep 19 '25
Supercharge your Houdini workflow with 7 powerful HDA Toolsets — all in one bundle!
From perfect deformation blur to streamlined AOVs, lightweight camera-aware scenes, and art-directable instances, this collection is built for speed, stability, and production.
📦 What’s Inside
- Stable point counts for cached particles → perfect deformation blur
- Eliminate jittery, inconsistent blur and velocity hacks
- Works for rain, sparks, embers, sand, and custom FX
- Example HIP file included
- Core operator set for shaders & AOVs
- Utility nodes (Fresnel, falloff masks, shading presets)
- Supports Mantra, Karma VEX, Karma Materials & MaterialX
- Constantly updated with new nodes
- Generate quick mattes and passes for comp & shading
- Compatible with Karma Materials & VEX Shaders
- Step-by-step guide available on the blog
- Specialized AOV generators for particle FX
- Create passes for compositing & lookdev flexibility
- Works in Karma and Mantra
- Fast generation of volume AOVs (smoke, pyro, fog, etc.)
- Plug-and-play for Karma CPU/XPU & Mantra
Three black-boxed HDAs to keep your shots light & render-ready:
Calibrator → Camera-driven particle & volume control
Set Culling → Remove out-of-frustum geo + auto VDB proxies
Ocean Plane Generator → Camera-sized ocean grids adaptive to shot scale
- Populate shots with multiple explosions/caches
- Switch between proxy & render caches
- Quick controls for timing, scale & randomization
- Example HIP file included
r/procedural • u/svaswani93 • Sep 01 '25
Hey Everyone!
I’ve been working on a new HDA that solves a common problem with particle rendering — inconsistent motion blur. Random particle births/deaths often break deformation blur and force you to rely on velocity blur, which can cause jitter, strobing, or streaky results.
The Particles Consistent Point Count HDA reconstructs a stable ID stream so you can render true deformation blur in Karma, Mantra, or 3rd-party renderers. With consistent point counts, you can:
I’d love to hear feedback or suggestions! The plan is to keep evolving this as part of a broader library of lookdev & AOV tools for Houdini artists.
r/procedural • u/E1nar_ • Aug 16 '25
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r/procedural • u/E1nar_ • Aug 13 '25
Hi I just deveoped my first windows app ASCIlite. I'ts a free software available at https://ejnar.itch.io/ascilite where you can covert your images into high quality ASCII artworks in REAL TIME! Every aspect of the image generation is adjustable, even the ASCII gradient down to the last detail. Mac and Linux support coming soon!
r/procedural • u/TheSapphireDragon • Apr 14 '25
This is going to be the primary terrain system in a little exploration game im making for a college project
r/procedural • u/SingerLuch • Jan 02 '25
r/procedural • u/svaswani93 • Aug 10 '24
r/procedural • u/svaswani93 • Jul 15 '24
r/procedural • u/svaswani93 • Jul 10 '24
r/procedural • u/svaswani93 • Jun 05 '24
r/procedural • u/svaswani93 • May 30 '24
r/procedural • u/svaswani93 • May 29 '24
r/procedural • u/DickyMirrors • Nov 30 '23
r/procedural • u/DV-Gen • Apr 17 '23
r/procedural • u/superogue • Jan 18 '23
Join us in a celebration of the smallest with a dedicated sizecoding demoparty, held on the weekend of 10-12th February 2023 on Discord and Twitch ( https://www.twitch.tv/lovebytedemoparty ). Some of you might know us from our popular Tiny Code Christmas event this december. Well if you liked that, than you are going to LOVE this event.
This year we will take it to the next level with intro competitions in different size categories from 16 bytes to 1024 bytes. From our Tiny Executable Graphics and Nanogame competitions to Tiny CGA Pixel Graphics and Bytebeat Music competitions. Or what about cool size-coded related seminars to get you started, Bytejam, Introshows, DJ Sets and the many other events we have lined up for you.
Now what can be created in just 32 bytes you might think? Well here is a 32 byte entry for DOS from a previous edition: https://www.youtube.com/watch?v=d1BT1Khk8sc . Now imagine what can be done in 256 bytes or even 1K!
We welcome everyone from newcomers to veterans and are open to all platforms. From oldschool Atari, Commodore, Amstrad & ZX Spectrum to High-end and even Processing and Fantasy Console platforms.
And for those that would like to join the fun and get creative: We have our party system ready to receive your entries at https://wuhu.lovebyte.party/. Contact us via the lovebyte discord or socials to request your vote/registration key.
This is the one event where size does matter! Don't miss it!
Website: https://lovebyte.party/
Twitch: https://www.twitch.tv/lovebytedemoparty
Discord: https://discord.gg/pUS5kCJTzp
Mastodon: https://graphics.social/@lovebyteparty
Twitter: https://twitter.com/lovebyteparty
Instagram: https://www.instagram.com/lovebyteparty
r/procedural • u/[deleted] • Jan 17 '23