ProceduralTerrain_Part5
By simondevyoutube
procedural-stochastic-texturing
Modified Shader Graph package implementing Procedural Stochastic Texturing (by UnityLabs)
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ProceduralTerrain_Part5 | procedural-stochastic-texturing | |
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1 | 3 | |
14 | 535 | |
- | 1.5% | |
10.0 | 0.0 | |
about 4 years ago | about 5 years ago | |
JavaScript | C# | |
MIT License | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
ProceduralTerrain_Part5
Posts with mentions or reviews of ProceduralTerrain_Part5.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-05-08.
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Are there any examples of this kind of "stochastic" texture splatting for threejs, that avoids obvious repetitions and provides nice, natural terrain textures with transitions?
terrain/splat approaches: https://github.com/prolearner/procedural-planet https://github.com/gkjohnson/threejs-sandbox/issues/9 (links) http://stemkoski.github.io/Three.js/Shader-Heightmap-Textures.html https://www.gamedev.net/tutorials/programming/graphics/advanced-terrain-texture-splatting-r3287/ babylon reference https://forum.babylonjs.com/t/pbr-texture-splatting-up-to-64-textures/1994/17 https://jsfiddle.net/zywmxLd6/ https://github.com/simondevyoutube/ProceduralTerrain_Part5 https://discourse.threejs.org/t/how-to-create-a-multiple-textured-terrain/5069/7 How tesseract does their megasplat style approach: https://discourse.threejs.org/t/how-to-create-a-multiple-textured-terrain/5069/28
procedural-stochastic-texturing
Posts with mentions or reviews of procedural-stochastic-texturing.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-01.
- How to solve repeating textures?
-
Are there any examples of this kind of "stochastic" texture splatting for threejs, that avoids obvious repetitions and provides nice, natural terrain textures with transitions?
stochastic info: https://medium.com/@jasonbooth_86226/stochastic-texturing-3c2e58d76a14 https://forum.unity.com/threads/procedural-stochastic-texturing-prototype.628522/ https://github.com/UnityLabs/procedural-stochastic-texturing https://stackoverflow.com/questions/24319825/texture-tiling-with-continuous-random-offset https://iquilezles.org/articles/texturerepetition/
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(almost) Eliminated tiling with shader graph. Rotates the texture based on its cell location with a random value. Oh, its also triplanar (the x and z still need to be piped in though)
For something similar, you may want to check this out, it’s basically state-of-the-art https://github.com/UnityLabs/procedural-stochastic-texturing
What are some alternatives?
When comparing ProceduralTerrain_Part5 and procedural-stochastic-texturing you can also consider the following projects:
procedural-planet - a 3D procedural Planet in THREEJS and WebGl
BiplanarMapping - Biplanar mapping shader for Unity
threejs-sandbox - Set of experiments and extensions to THREE.js.
GPU-Planetary-Rendering - GPU atmosphertic scattering and planet generation in Unity 3D
hextile-demo - demonstrates hex-tiling
ProceduralTerrain_Part5 vs procedural-planet
procedural-stochastic-texturing vs BiplanarMapping
ProceduralTerrain_Part5 vs threejs-sandbox
procedural-stochastic-texturing vs threejs-sandbox
procedural-stochastic-texturing vs GPU-Planetary-Rendering
procedural-stochastic-texturing vs hextile-demo
procedural-stochastic-texturing vs procedural-planet