Scenery Generator - Common Features

Common Features

Most scenery generators are able to create basic heightmaps in order to simulate the variation of elevation in basic terrain. Common techniques include Perlin Noise, fractals, or the Diamond-Square Algorithm, which are able to generate 2-dimensional heightmaps. However, cliffs and caves, due to their 3-dimensional nature, cannot be created using basic heightmap techniques, and are created by a variety of alternative methods. Bodies of water have their own distinct behavior, and form lakes, rivers, and oceans. They are either created separately as a unique aspect of the scenery, or are computed from existing elevations in the heightmap. Vegetation may also be simulated on top of the generated terrain, with the goal of achieving a natural landscape. Features such as trees or bushes are typically generated using L-systems or fractals, due to featuring a generic structure. Clouds and other atmospheric effects are featured in scenery generators less often, and are created using different applications of fractals and noise.

In addition to procedural methods, scenery generators such as Grome may also allow for users to manually edit terrain features, often according to sets of rules. A small number of software packages that do not generate terrain are often specialized to create specific aspects of it. Speed Tree, for example, is used to create only vegetation, while CityEngine specializes in creating realistic buildings and infrastructure.

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