Procedural Planet And Terrain Generator With 3d Cities 3D model

Procedural Planet And Terrain Generator With 3d Cities 3D model

cgtrader

This is a procedural planet and terrain generation tool for Blender! (developed on Blender 2.83.11) Down below is an instruction description that's also added as a note in the files. All images that don't show a flat square plane are actually made on the round planet inside the atmosphere. This tool comes with two blend files: A procedural globe with a moon and Mars in its orbit. A terrain generator that can generate a square part of terrain in any scale. It is able to randomly generate a seamless globe planet with continents, mountain ranges, deserts, snowy poles, and actual 3D cities, forests, and farm fields. Its using a shader node that has 14 sliders to completely set up the scale and type of terrain or planet. Both the planet and terrain generator use the same node setup. The terrains are generated using a procedural black and white displacement map, mixed shaders, and adaptive displacement to create the polygons needed to create the required detail. This tool is generating terrain using procedural noise, so you get a random result for every seed. The location and shape of cities and forests are based on procedural noise as well, but the skyscrapers, residential area, forests, and farm fields are displayed using JPEG textures and displacement. These textures and displacements are made with the assets from my modular city project. The JPEG textures for the skyscrapers, residential area, forests, and farm fields use several randomly mixed vectors to remove tiling effects and give the whole result a more organic look. The atmosphere of the planet is a volume that creates the blue sky for renders from the surface and automatically gets red when the sun is low. The clouds are on two layers and use a procedural volumetric setup as well. This tool can be used for: High altitude renders (for airplanes, for example) Creating terrain for backgrounds Seamless animations that go from low altitude into space Outer space renders HDRI creation Baking a terrain displacement map (the displacement output has to be connected to the diffuse output and you would need to create a second UVmap to bake it on). The images are originally 4K renders, took about 15 to 20 minutes on an RTX2070 for the planet (the flat texture generator renders are much quicker). The video features 1080p 32 sample frames that took about one minute and forty seconds per frame. The images that originally were 4K are possible on a system with 16GB RAM. Instructions (also in files folder) These instructions are mainly for the flat terrain generator, but also apply to the spherical planet. You won't need any plugins; it runs on default Blender. The files are developed on Blender 2.83.11. This tool only works with Cycles. Using Eevee isn't recommended; the displacement won't work, and you'll get a lot of lag because of the complex node setup. With default settings (for 1920x1080 renders), the planet and terrain generator use about five gigabytes of RAM for a render. - Using a higher focal length for the camera uses more RAM (since terrain that's far away appears larger and will get more geometry by the adaptive subdivision). - If you want to see changes happen more quickly, try turning off the subdivision modifier in the viewport. The seed changes a lot even if you change it by 0.01. If you set the global seed above five or below -five, glitches start to appear. If you can't find the right seed between five and -five, try changing the continent seed instead. If you see a lot of water at your current seed, try to increase the continent height; if you still only see water, try another seed. The mountain seed makes large mountain ranges rotate around their axes. If you don't see anything change, it's probably because you're at a really low global scale. Tip: When searching for a nice seed, try putting the continent height at 0.85 and the mountain height at five or lower; this way, you have less chance to get water-only seeds but still have plenty of flat land to generate cities and fields. IMPORTANT: With every seed, try lowering the continent height as much as possible; this will create more dynamic landscapes in combination with water, and the displaced polygons will be closer to the original plane, which will make the subdivision surface work better. All the fields can be turned into cities with the "cities and downtown settings." If you want more forest, try setting the mountain height higher. To find the nice terrain that fits your needs, it's just a matter of taking time to try out different combinations of seeds and settings; it's a totally random system based on noise. Feel free to change or use the node setup in any way.

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