Hey,
I'm working on procedural texture generator, so I'm searching for people interested in helping out/collaborating. My texture generator is currently software only. Algorhytms behind it are pretty innovative and AFAIK no one else came up with similar idea to generate textures. I'm searching for people who have some of following skills: shaders (HLSL/GLSL/CG), OpenGL, Direct3D, Advanced Windows GUI creation, but also have experience with some kind of procedural graphics generation. I'd like to evolve this project into something similar to Werkkzeug 3 TE/MaPZone/Filter Forge, but with easier/smarter GUI and to be much simpler to use by traditional CG artists.
For anyone interested in checking out WIP texture generator, get the link from below. Note that this is only a basic greyscale texture generator, because colorization and other effects are fairly easy to implement.
http://www.mediafire.com/download.php?yqwy2nth3io
Procedural Textures - anyone interested in collaboration
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duke4e
- Gnoblar
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- steven
- Gnoll
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Re: Procedural Textures - anyone interested in collaboration
Did you know about http://www.fxgen.org/ ?
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duke4e
- Gnoblar
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Re: Procedural Textures - anyone interested in collaboration
Yeah, but it's nothing spectacular. Few years ago I've made 2 similar texture generators (but without GUI).
- madmarx
- OGRE Expert User

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Re: Procedural Textures - anyone interested in collaboration
I found your work great.
I gave a glimpse on the texture system of theprodukkt. I have some experience in city and trees generation. I can understand that things are procedurally generated, but I find it much more difficult to think of a good interface to use the algorithms. I don't see what interface could be better for artists than boxes or nodes with 'explanative' titles ?
Have you already a precise idea of what kind of interface do you want to achieve ?
I gave a glimpse on the texture system of theprodukkt. I have some experience in city and trees generation. I can understand that things are procedurally generated, but I find it much more difficult to think of a good interface to use the algorithms. I don't see what interface could be better for artists than boxes or nodes with 'explanative' titles ?
Have you already a precise idea of what kind of interface do you want to achieve ?
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
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duke4e
- Gnoblar
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- Joined: Thu May 19, 2005 8:30 pm
Re: Procedural Textures - anyone interested in collaboration
Well, I was thinking about boxes (like in werkkzueug) but with optional cables/wires (found in other procedural editors). Placement whould be quantinized so boxes whouldn't be scattered that much around. Also use of containers (like in synthedit) whould be a good practice - a container whould be a box that can be edited as separate entry and whould contain a combination of filters/generators which could later be reused.
I was also thinking about hexagonal grid, but I'm not sure if that whould be such a good practice.
I was also thinking about hexagonal grid, but I'm not sure if that whould be such a good practice.
