Im not going to lie bro ur video quality is much higher than your sub count suggests.. you should make more videos they are helping me a lot with learning about different procedural generation techniques
By changing the Lacunarity you _are_ basically zooming in and out every octave except for the first one, since this directly affects the frequency of those octaves. One might say you are zooming in or out on the detail layers.
Lacularity is the change in frequency between each octave (layer), and persistence (gain) is the change in amplitude between each octave. If you understand that one sentence, you understand how the whole system works.
I find your work very interesting. Thanks for making those videos. I'm trying to implement a credible infinite world in Godot. I have already a basis, but I struggle to make real continents and oceans. And there's the topic of lakes and rivers that I didn't even begin to think about. That's why your videos are giving me helpful hints. Extra hints for my specific goal would of course be very welcome, as I'm still a real beginner in procedural worlds.
Good luck with your projects! I suppose the best hint I can give to beginners is that procedural generation is never about just one perfect algorithm or method. A generated world is built with all kinds of algorithms layered on top of each other. The result of each layer can be interpreted by the programmer however they like. It’s all about creative thinking and breaking down the end vision into a series of steps.
@@WhiteBoxDev Thanks. Indeed, multiple layers are necessary, even just for creating biomes. What I have in mind for continents was the Voronoi noise and opensimplex on top of that. I'd love to find an article containing the good practices for worldmap generation, though. Advanced math isn't exactly my strong point.
6:17 I thought the point of fractal noise was that it looked "similar", independent of the zoom-level? Is this not the same as 1/f (a.k.a. "pink") noise? (Very informative video, btw!)
Hi, yes I plan to, but there never seems to be enough time to do everything I want to do. At some point in the future I will upload consistently, but not yet.
Perlin also invented perlin noise, which he did not copyright, so then he invented simplex noise and copyrighted it, but of course it was too late and most everybody just uses perlin noise now. 😅 So, yes, simplex noise is better, but you have to pay a license fee for it, and the benefit is negligible for most people's uses.
Thanks for sharing this tutorial with us! Your channel definitely deserves more attention.
@@WhiteBoxDev Some more fractal procedural generation tutorials would be also really appreciated XD
Im not going to lie bro ur video quality is much higher than your sub count suggests.. you should make more videos they are helping me a lot with learning about different procedural generation techniques
Would love to put a lot more effort into the channel, but of course other priorities get in the way. Hopefully soon!
Great tutorials, I’ll put the notifications on in case you ever decide to come back from that cigarette run
By changing the Lacunarity you _are_ basically zooming in and out every octave except for the first one, since this directly affects the frequency of those octaves. One might say you are zooming in or out on the detail layers.
Lacularity is the change in frequency between each octave (layer), and persistence (gain) is the change in amplitude between each octave. If you understand that one sentence, you understand how the whole system works.
This is gem
Thanks man for that info, I was looking for it like a hour! :D
I find your work very interesting. Thanks for making those videos.
I'm trying to implement a credible infinite world in Godot. I have already a basis, but I struggle to make real continents and oceans. And there's the topic of lakes and rivers that I didn't even begin to think about. That's why your videos are giving me helpful hints. Extra hints for my specific goal would of course be very welcome, as I'm still a real beginner in procedural worlds.
Good luck with your projects! I suppose the best hint I can give to beginners is that procedural generation is never about just one perfect algorithm or method. A generated world is built with all kinds of algorithms layered on top of each other. The result of each layer can be interpreted by the programmer however they like. It’s all about creative thinking and breaking down the end vision into a series of steps.
@@WhiteBoxDev Thanks. Indeed, multiple layers are necessary, even just for creating biomes. What I have in mind for continents was the Voronoi noise and opensimplex on top of that. I'd love to find an article containing the good practices for worldmap generation, though. Advanced math isn't exactly my strong point.
good job!
6:17 I thought the point of fractal noise was that it looked "similar", independent of the zoom-level? Is this not the same as 1/f (a.k.a. "pink") noise? (Very informative video, btw!)
thanks man! love this conent! will you keep creating content in your channel?
Hi, yes I plan to, but there never seems to be enough time to do everything I want to do. At some point in the future I will upload consistently, but not yet.
when you say smash line graphs together, do you mean Lerp ? or addition ? or multiplication ?
or something else ?
By smashing together, he means to add. That's with the assumption that the line graphs are scaled down respectively.
4:48 That made me laugh,
Perlin also invented perlin noise, which he did not copyright, so then he invented simplex noise and copyrighted it, but of course it was too late and most everybody just uses perlin noise now. 😅 So, yes, simplex noise is better, but you have to pay a license fee for it, and the benefit is negligible for most people's uses.