Tag Archives: procedural ships

Metal and Ambient Occlusion

I've spent a LOT of time on the look of metal lately. Finally, I've managed to make ships look like they're made of metal!!! This is the first time I've ever had any success with metal BRDFs (even in my offline rendering experiments). I think the main key that I was missing is that the distribution really needs to be exponential rather than power-based to look convincing, otherwise the surface looks like plastic. Another key is to modulate the specular amplitude in some interesting way (just modulating it with albedo looks great).

On top of good metal shaders, I now have new-and-improved SSAO in the engine. Together, the metal and AO are making my ships look better than ever before! In addition, I think I'm finally getting closer to a good procedural ship algorithm. It's taken forever, and I'm not there yet...but I'm getting closer.

Here's a cool shot that I took tonight. This has a bit of post-process on it for dramatic effect; I wanted to use it as a wallpaper. Still, you can get a nice sense of the metallic surface.

Procedural Ships

I started playing around with procedural ships again this week.  This time, I decided I wanted to have some really quick prototyping fun and focus on the building algorithm  rather than on the technical looks of the ship (i.e., ditch the implicit surfaces/contiguous mesh).  This desire led to...block ships!  What could make easier building blocks than...blocks?  At any rate, even though they're just big formations of blocks, some of the ships are still pretty darn interesting.  With enough bloom filter, I'd say they even look cool :)

More Procedural Ships

This program is remarkable, even as simplistic as it currently is (it just places clever Gaussian distributions of metaballs).

When I get a chance, I'll start working on a context-free grammar to upgrade the ship generator. It won't be too difficult to imbue it with a sense of 'structure' and 'design,' considering the fantastic results I've achieved using CFGs in algorithmic composition. Music and ships aren't really that different ;)

I'm having way too much fun. I love procedural content :)