How to create a completely procedurally generated terrain based on seed number?

Hello

Is it possible to create a completely procedurally generated terrain based on seed number, so a particular seed number always results in the same terrain? Basically I want to recreate the World Machine software inside of grasshopper, which I realize is a massive undertaking.

Thanks in advance.

This might provide some clues:


1 Like

Thank you for the answer. I looked at the article and although it’s very detailed, it doesn’t clearly state what it actually is for someone who isn’t familiar with the exact terminology.

Is it creating a number of textures (including heightmap) and then uses it to displace a simple plane mesh?

This page is perhaps more helpful:


You could implement this noise function in 2D, and yes, use it as a heightmap to move the vertices of a mesh.
2 Likes