PBR Marble Bundle - URP Displacement #Marble #Pbr #Displacement #Shader #Proceduraltextures #Unity #Urp #Mobile #Realisticmaterials #AssetStore
https://u3dn.com/packages/pbr-marble-bundle-urp-displacement-258940
PBR Marble Bundle - URP Displacement #Marble #Pbr #Displacement #Shader #Proceduraltextures #Unity #Urp #Mobile #Realisticmaterials #AssetStore
https://u3dn.com/packages/pbr-marble-bundle-urp-displacement-258940
Did you know that in "The Legend of Zelda: Breath of the Wild," the wood textures on trees are procedurally generated? This means each tree can have a unique pattern, offering a more natural and realistic environment. This fascinating detail adds depth to the game's immersive world.
#WoodTextureDesign #ProceduralTextures #GameMaterials #GraphicDesignTips
Procedural Textures with Hash Functions
https://douglasorr.github.io/2025-04-hash-textures/article.html
#HackerNews #ProceduralTextures #HashFunctions #GraphicsProgramming #CreativeCoding #TechInnovation
i was thinking about #proceduralTextures again… my understanding is that techniques like perlin noise are computalionally expensive enough that they are tend to use pre-rendered noise textures instead. but it there should be a ton of smol functions that should be faster to calculate than a texture lookup?
i'm thinking something similat to what @bitartbot does… they look very paralellizable