Scenery generator
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A scenery generator is
software Software is a set of computer programs and associated software documentation, documentation and data (computing), data. This is in contrast to Computer hardware, hardware, from which the system is built and which actually performs the work. ...
used to create landscape images,
3D models In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, an ...
, and
animations Animation is a method by which still figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most ani ...
. These programs often use
procedural generation In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In ...
to generate the landscapes. If not using procedural generation to create the landscapes, then normally a 3D artist would render and create the landscapes. These programs are often used in video games or movies. Basic elements of landscapes created by scenery generators include terrain, water, foliage, and clouds. The process for basic random generation uses a diamond square algorithm.


Common features

Most scenery generators can create basic heightmaps to simulate the variation of elevation in basic terrain. Common techniques include Simplex noise, fractals, or the diamond-square algorithm, which can generate 2-dimensional heightmaps. A version of scenery generator can be very simplistic. Using a diamond-square algorithm with some extra steps involving fractals an algorithm for random generation of terrain can be made with only 120 lines of code. The program in example takes a grid and then divides the grid repeatedly. Each smaller grid is then split into squares and diamonds and the algorithm then makes the randomized terrain for each square and diamond. Most programs for creating the landscape can also allow for adjustment and editing of the landscape. For example World Creator allows for terrain sculpting which uses a similar “brush” system as
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and allows to enhance it additionally with its procedural techniques such as erosion, sediments, and more. Other tools the World Creator program can use are terrain stamping which you can import height-maps and uses them as a base. The programs tend to also allow for additional placement of rocks, trees, etc. These can be done procedurally or by hand depending on the program. Typically the models used for the placement objects are the same as to lessen the amount of work that would be done if the user was to create a multitude of different trees. The terrain generated the computer does a generation of multifractals then integrates them until finally rendering them onto the screen. These techniques are typically done “on-the-fly” which typically for a 128x128 resolution terrain would mean 1.5 seconds on a CPU from the early 1990s.


Applications

Scenery generators are commonly used in movies, animations and video games. For example, Industrial Light & Magic used E-on Vue to create the fictional environments for '' Pirates of the Caribbean: Dead Man's Chest''. In such live-action cases, a 3D model of the generated environment is rendered and blended with live-action footage. Scenery generated by the software may also be used to create completely computer-generated scenes. In the case of animated movies such as ''
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'', the raw generation is assisted by hand-painting to accentuate subtle details. Environment elements not commonly associated with landscapes, such as or ocean waves have also been handled by the software. Scenery generation is used in most 3D based video-games. These typically use either custom or purchased engines that contain their own scenery generators. For some games they tend to use a procedurally generated terrain.  These typically use a form of height mapping and use of
Perlin noise Perlin noise is a type of gradient noise developed by Ken Perlin. History Ken Perlin developed Perlin noise in 1983 as a result of his frustration with the "machine-like" look of computer-generated imagery (CGI) at the time. He formally descr ...
. This will create a grid that with one point in a 2D coordinate will create the same heightmap as it is pseudo-random, meaning it will result in the same output with the same input. This can then easily be translated into the product 3D image.  These can then be changed from the editor tools in most engines if the terrain will be custom built. With recent developments neural networks can be built to create or texture the terrain based on previously suggested artwork or heightmap data. These would be generated using algorithms that have been able to identify images and similarities between them. With the info the machine can take other heightmaps and render a very similar looking image to the style image. This can be used to create similar images in example a
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or
Van Gogh Vincent Willem van Gogh (; 30 March 185329 July 1890) was a Dutch Post-Impressionist painter who posthumously became one of the most famous and influential figures in Western art history. In a decade, he created about 2,100 artworks, inc ...
art-style.


Software

There is a large variety and amount of software that will generate scenery and allow for editing of it. These can include:   Game engines with terrain generation: Most game engines, whether custom or proprietary, will have terrain generation built in. * See:
List of game engines Game engines are tools available for game designers to code and plan out a video game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement. Engines ...
Terrain generator programs: *
Terragen Terragen is a scenery generator program for Microsoft Windows and Mac OS X developed and published by Planetside Software. It can be used to create renderings and animations of landscapes. History Released in stages (tech preview and be ...
– can create terrain, water, atmosphere, and lighting in this free windows program * L3DT – similar functions to the Terragen program, has a 2048x2048 limit * World Creator – can create terrain, fully GPU powered


See also

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Brownian surface A Brownian surface is a fractal surface generated via a fractal elevation function. As with Brownian motion, Brownian surfaces are named after 19th-century biologist Robert Brown. Example For instance, in the three-dimensional case, where two ...
*
Diamond-square algorithm The diamond-square algorithm is a method for generating heightmaps for computer graphics. It is a slightly better algorithm than the three-dimensional implementation of the midpoint displacement algorithm, which produces two-dimensional landscap ...
*
Fractal landscape A fractal landscape is a surface that is generated using a stochastic algorithm designed to produce fractal behavior that mimics the appearance of natural terrain. In other words, the result of the procedure is not a deterministic fractal surface, ...
*
Procedural modeling Procedural modeling is an umbrella term for a number of techniques in computer graphics to create 3D models and textures from sets of rules. L-Systems, fractals, and generative modeling are procedural modeling techniques since they apply algorit ...
*
Perlin noise Perlin noise is a type of gradient noise developed by Ken Perlin. History Ken Perlin developed Perlin noise in 1983 as a result of his frustration with the "machine-like" look of computer-generated imagery (CGI) at the time. He formally descr ...
*
Random dungeon A random dungeon is a dungeon in a role-playing video game which is procedurally generated by the computer using an algorithm, such that the dungeon is laid out differently every time the player enters it, and a player often never plays through q ...
*
Simplex noise Simplex noise is the result of an ''n''-dimensional noise function comparable to Perlin noise ("classic" noise) but with fewer directional artifacts and, in higher dimensions, a lower computational overhead. Ken Perlin designed the algorithm i ...


References

{{Fractal software Computer graphics Computer art Computer animation