I'll admit that the following screenshots don't depict the most attractive procedural world ever, but I think they're a step in the right direction. It's just proof that I'm able to build larger-scale works of proceduralism. I've been slowly building up the small, individual components for a long time, and I'm starting to get antsy to move on to the larger work (the combination of elements).
The scene uses the procedural texture generator that I've been working on. The generator is still not suitable for organic/natural textures, which is why the grass, mushroomy things, and sky all seem to have a metallic quality to them. Still, everything here is procedural, and that's the point.
I'm tired of posting great content with no textures!!! That is why I will be devoting more time than usual to finding some decent texture functions: so that future cool stuff will look cooler. I'm having a great deal of fun tonight with building a random texture generator...
Tonight's verdict: tiled, alien-ship-hallway textures? Solved. Organic textures? Still an open question.
I'm back to playing with texture functions for a bit, mainly because I'm testing a new CPU-side texture generation method that I just implemented to make direct editing/creation of textures on the CPU really painless. The application that creates this texture is < 40 lines of code (no, that's not Python; it's c++!). Yes, it's black magic. Intuitive, scary, black magic.
Same old Perlin nonsense, this time with intentional banding! It looks rather nice. Hence the post.