A final look at my graduation project, showcasing a procedurally generated planet with multiple levels of detail and the pipeline used to create it.
The generator, created in Houdini, automatically exports various levels of detail to model files. These “chunks” are generated from a template that can be created by an artist in about one hour with a lot of control, unlike many noise based procedural planet generators.
After all the data is generated, in about 6 hours on an above average machine, the generated planet can be imported into Unity by the other end of the pipeline.
Reducing the work for one artist from more than a month to one day.
– Generation of UVmapped terrain, with multiple levels of details.
– Random planets, hand edited or manually created planets can be used.
– Climate simulation during generation, including wind, rain and oceanic conveyors.
– Texture based geometry detailing, for more control than a noise based approach.
– True 3D terrain, allowing for tunnels among other things.
– Automatic prop placement and dynamic loading in Unity.
– Automatic water mesh generation.
– Automatic collision generation.
– Specific atmosphere generation, clouds linked to the climate.
– Automatic texture generation for texture masks, normal maps and bump maps.
– Shaders for dynamic blending of levels of detail.