Procedural Planetoids

Procedural Planetoids is a project I made for Procjam, a GameJam focused on procedural generation. Its simple tool that generates voxel based planets, with a few parameters exposed to the user via sliders. 

I used a marching cubes algorithm to ‘skin’ an isosurface for the planet based on values from a noise array. The noise array is populated and ‘carved’ via a series of functions that are linked to the UI parameters, so you can make you plant more fragmented, smoother, or spikier etc. The final form is then textured with a spherical styled triplanar shader i wrote.

This article was updated on

Related post