Procedural generation is the process of using algorithms to generate landscapes with programs that mimic natural landscape processes. We can use such programs to generate height maps for CAW.
Hand sculpting and painting terrain in CAW can be incredibly rewarding and produce lovely results, but sometimes we want our landscapes to look more realistic. In my profession I worked with a lot of real-world Digital Elevation Data, and so naturally I got my start in CAW importing that data. There is a great tutorial for that . However, there are lots of limitations with simply working with DEM data, DEM software, and a graphics editor to generate your height map. It can be quite tricky getting that data to look they way you want it to in CAW, especially with getting the scale right and dealing with smoothing, and more often than not, we want to generate our own shapes for use in CAW.
With Procedural Generation (PG for short?) we can either generate new terrain algorithmically OR we can apply algorithms that mimic weathering or other distortions to our existing terrain. It can be used for transformations both subtle and dramatic. We are only limited by the restrictions of the CAW height map.
The purposes of this thread is to introduce Procedural Terrain Generation to creators by…
1. Indexing resources such as software and tutorials
2. Sharing what we know about how to use that software, through tips and mini-tutorials
3. Sharing our strategies for using PG output with CAW
4. Height map and texture map sharing
5. Post pictures of our results