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Procedural Terrain Generator

Real-time procedural terrain system with erosion simulation

CG
Carlos Garcia • 3d
Procedural Terrain Generator

Project Goals

Create a fully procedural terrain generation system that can produce varied, realistic landscapes while remaining artist-directable.

System Architecture

The generator consists of several modules:

  • Height field generation with noise
  • Hydraulic erosion simulation
  • Sediment deposition
  • Vegetation scatter system
  • Material blending based on slope

Technical Challenges

Key problems solved:

  • Performance optimization for real-time use
  • Artist control vs procedural variation balance
  • Realistic erosion patterns
  • Seamless tiling for large worlds

Implementation

Built using Houdini’s Height Field toolkit:

  • Custom HDAs for tool ecosystem
  • Parameter-driven for art direction
  • Export pipeline to game engines
  • LOD generation for distance

Results

The system successfully generates varied terrain while allowing artists to guide the overall aesthetic through intuitive controls.