Recursive procedural assets #119

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opened 2026-05-29 13:09:29 +00:00 by utopiah · 3 comments
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Starting the traditional plant or tree.

Going then from single tree to forest or plant to field, with complexity inversely proportional to quantity (handled by level of detail), then from that to landscape by combining with other procedural assets, e.g. water bad itself changing the topology of terrain.

Starting the traditional plant or tree. Going then from single tree to forest or plant to field, with complexity inversely proportional to quantity (handled by level of detail), then from that to landscape by combining with other procedural assets, e.g. water bad itself changing the topology of terrain.
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Useful for feedback from #59 while being more specific than #94

Note that once procedurally designed it can convenient become parametric and thus #90 to adjust some parameters of each resulting asset.

Useful for feedback from #59 while being more specific than #94 Note that once procedurally designed it can convenient become parametric and thus #90 to adjust some parameters of each resulting asset.
utopiah added the Remixing label 2026-05-29 13:34:31 +00:00
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Plenty of ancient architectural buildings can be minimally represented with few primitives, e.g. highly symmetrical, columns as cylinder on a stack of smaller boxes, roof as 3 boxes and 2 triangles, can cover a lot of ancient Greek and Romain architecture.

Plenty of ancient architectural buildings can be minimally represented with few primitives, e.g. highly symmetrical, columns as cylinder on a stack of smaller boxes, roof as 3 boxes and 2 triangles, can cover a lot of ancient Greek and Romain architecture.
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Consider also #91 (comment) and thus how this can be uniquely both build and modified in XR.

For example stretching the side of a building.

Consider also https://git.benetou.fr/utopiah/biggu_s_gate/issues/91#issuecomment-1726 and thus how this can be uniquely both build and modified in XR. For example stretching the side of a building.
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