Post your screenshots!
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Re: Post your screenshots!fff
/home/estudiante/Escritorio/Captura de pantalla -2023-04-23 14-51-36.png
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- Hybrid Dog
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The posting of my screenshots
Loading PNG images in a Minetest mod works even without insecure environment since there is a PNG decoder implemented in Lua and files in the mod path can be read.
Spoiler
For completeness, and hidden in this spoiler, I try to answer some previous questions before I forget them completely.
Stochastic texture sampling should be enabled explicitly in the tile definition and client-side it should be possible to disable it with a setting.
With stone block, diamond block, etc. the stochastic texture sampling algorithm does not work without destroying the pattern of the input texture.
There are many practical limitations of stochastic texture sampling. The grid scaling needs to be configurable by a texture pack. (Changing tile definitions in texture packs or something similar may already possible in Minetest) If it is enabled for Stone, Stone nodes would no longer tile with ore nodes (e.g. Coal Ore); enabling it explicitly for ore nodes, too, is infeasible because there is an abundance of mods which add ores. Similarly, if it is enabled for all 6 faces of the Dirt node, Dirt would no longer tile with "Dirt with Grass". It is possible to interpolate between usual texture sampling and stochastic sampling to fix tiling problems, but we would somehow need to specify or calculate which texture tiles with another texture.
By the way, it should be possible to combine stochastic texture sampling with the world-aligned textures currently implemented in Minetest. This would correspond to using both a set of texture variants and stochastic texture sampling at once.
Yes, for nodes such as bricks, using a set of texture variants is probably better suited than stochastic texture sampling. Anyway, in my opinion the main use case of stochastic texture sampling is natural nodes such as sand, snow, gravel, mossy cobble, etc. Artificial nodes, e.g. bookshelves, often don't benefit from stochastic texture sampling because if the texture simply repeats itself, it looks like the bookshelf is clean, whereas if the texture is sampled in a chaotic manner, the bookshelf looks like somebody didn't invest much effort to carefully place the books so that it looks neat and clean.
Stochastic texture sampling should be enabled explicitly in the tile definition and client-side it should be possible to disable it with a setting.
The triangle grid scale is the size of the hexagons, and using a very fine grid with the brick texture could indeed give good results. In my current implementation it is not possible to change the grid scale horizontally and vertically separately, but it should be possible to implement.
With stone block, diamond block, etc. the stochastic texture sampling algorithm does not work without destroying the pattern of the input texture.
There are many practical limitations of stochastic texture sampling. The grid scaling needs to be configurable by a texture pack. (Changing tile definitions in texture packs or something similar may already possible in Minetest) If it is enabled for Stone, Stone nodes would no longer tile with ore nodes (e.g. Coal Ore); enabling it explicitly for ore nodes, too, is infeasible because there is an abundance of mods which add ores. Similarly, if it is enabled for all 6 faces of the Dirt node, Dirt would no longer tile with "Dirt with Grass". It is possible to interpolate between usual texture sampling and stochastic sampling to fix tiling problems, but we would somehow need to specify or calculate which texture tiles with another texture.
By the way, it should be possible to combine stochastic texture sampling with the world-aligned textures currently implemented in Minetest. This would correspond to using both a set of texture variants and stochastic texture sampling at once.
- Unacceptium_core
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Re: Post your screenshots!
why this nothing lighting looks so good?
(image cursed bc its a handmade panorama)
(image cursed bc its a handmade panorama)
🇭🇺-i play on android! Metrotest map
- Hybrid Dog
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Re: Post your screenshots!
Linear interpolation of the gaussianised texture works a lot better than I have anticipated for procedural texture-based noise. Perhaps I don't even need cubic interpolation for good results.
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Re: Post your screenshots!
@Hybrid Dog,
Might this be used to generate a world with Earth as the heightmap? There is a grey scale Earth heightmap on wikipedia.
I've been wanting an Earth map for MT for a while, as have others, I believe.
Might this be used to generate a world with Earth as the heightmap? There is a grey scale Earth heightmap on wikipedia.
I've been wanting an Earth map for MT for a while, as have others, I believe.
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Re: Post your screenshots!
Shiny buckets
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Creator of jelys_pizzaria and motorbike, and player of persistent kingdoms. RIP
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Re: Post your screenshots!
Graphics in MT5.7.0. Speechless.
A random city, 4.5 km stretch, birds eye view. 1sqkm city. Each city block = 1 mapblock.
A random city, 4.5 km stretch, birds eye view. 1sqkm city. Each city block = 1 mapblock.
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- Unacceptium_core
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Re: Post your screenshots!
biome borders are correct
this happened after a new mapgen mod added on a server
this happened after a new mapgen mod added on a server
🇭🇺-i play on android! Metrotest map
- Hybrid Dog
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Re: Post your screenshots!
The PNG decoder can be used to import PNG images, including heightmaps, for use in Minetest. I think procedural noise generation is not useful for this purpose because the Earth heightmap is fixed and not random.ShadMOrdre wrote: ↑Thu Apr 27, 2023 21:53@Hybrid Dog,
Might this be used to generate a world with Earth as the heightmap? There is a grey scale Earth heightmap on wikipedia.
I've been wanting an Earth map for MT for a while, as have others, I believe.
- LMD
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Re: Post your screenshots!
Did I hear PNG decoder? Modlib has an excellent, full-fledged (as in: everything that's strictly needed to properly decode & convert any valid PNG to ARGB8), battle-tested PNG decoder: https://github.com/appgurueu/modlib/blo ... st/png.lua. It has been tested against Java's ImageIO and Python's Pillow using Willem van Schaik's PNG Suite.
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Re: Post your screenshots!
@Hybrid Dog
I was merely referring to the PNG importer part. Using the PNG importer to import a scaled version of the wikipedia heightmap to provide an Earth map, with the procedural generation part allowing the map to emerge, instead of like the one Sofar posted long ago, which requires a huge download. I'll be looking into this!
However, what if you used biome heat and humidity values to adjust the greyscale values of the underlying PNG image, allowing you to use biomes as a causal factor in heightmap generation. (Kinda similar to what Sofar did with the luscious mod to colorize the nodes). The second image above looks an awful lot like the American southwest, with hoodoos and mesas. This wouldn't work for a swamp, which is flat, so biome heat and humidity can alter the base PNG heightmap values to "flatten" the terrain, while still taking advantage of the stochastic texture sampling.
Intriging... Also something to look into, even as a built in mapgen, this might be rather speedy.
Shad
OSS:
I was merely referring to the PNG importer part. Using the PNG importer to import a scaled version of the wikipedia heightmap to provide an Earth map, with the procedural generation part allowing the map to emerge, instead of like the one Sofar posted long ago, which requires a huge download. I'll be looking into this!
However, what if you used biome heat and humidity values to adjust the greyscale values of the underlying PNG image, allowing you to use biomes as a causal factor in heightmap generation. (Kinda similar to what Sofar did with the luscious mod to colorize the nodes). The second image above looks an awful lot like the American southwest, with hoodoos and mesas. This wouldn't work for a swamp, which is flat, so biome heat and humidity can alter the base PNG heightmap values to "flatten" the terrain, while still taking advantage of the stochastic texture sampling.
Intriging... Also something to look into, even as a built in mapgen, this might be rather speedy.
Shad
OSS:
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- Hybrid Dog
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Re: Post your screenshots!
Thanks, I didn't know this PNG decoder yet. I currently use https://github.com/Didericis/png-lua with some modifications so that decoding works and 16-bit images are supported.LMD wrote: ↑Sat Apr 29, 2023 21:54Did I hear PNG decoder? Modlib has an excellent, full-fledged (as in: everything that's strictly needed to properly decode & convert any valid PNG to ARGB8), battle-tested PNG decoder: https://github.com/appgurueu/modlib/blo ... st/png.lua. It has been tested against Java's ImageIO and Python's Pillow using Willem van Schaik's PNG Suite.
This sounds like it can be solved by an image super resolution algorithm which is optimized to upscale the Earth heightmap, or something like an autoencoder.ShadMOrdre wrote: ↑Sat Apr 29, 2023 23:18I was merely referring to the PNG importer part. Using the PNG importer to import a scaled version of the wikipedia heightmap to provide an Earth map, with the procedural generation part allowing the map to emerge, instead of like the one Sofar posted long ago, which requires a huge download. I'll be looking into this!
It should be possible to interpolate between histograms and thus interpolate between different tileable heightmaps based on heat and other values, i.e. an interpolation between e.g. plateaus and smooth terrain with variance-preserving blending.ShadMOrdre wrote: ↑Sat Apr 29, 2023 23:18However, what if you used biome heat and humidity values to adjust the greyscale values of the underlying PNG image, allowing you to use biomes as a causal factor in heightmap generation. (Kinda similar to what Sofar did with the luscious mod to colorize the nodes). The second image above looks an awful lot like the American southwest, with hoodoos and mesas. This wouldn't work for a swamp, which is flat, so biome heat and humidity can alter the base PNG heightmap values to "flatten" the terrain, while still taking advantage of the stochastic texture sampling.
Simply multiplying the values component-wise with values from another 2D array (e.g. heat and texture-based noise) is of course also possible.
For the images above I did something similar to Minetest's perlin noise: Use the same noise at multiple scales and calculate a linear combination of them.
However, it is slower than using the noise a single time and it may already possible to achieve similar results with a high-resolution 16-bit texture.
Yes, it is easy to parallelize it and it can be executed very fast on a GPU; see for example https://hybriddog.github.io/stochastic_ ... ling_demo/.ShadMOrdre wrote: ↑Sat Apr 29, 2023 23:18Intriging... Also something to look into, even as a built in mapgen, this might be rather speedy.
Regarding the obligation to feed this thread with screenshots:
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Re: Post your screenshots!
Just gotta keep plugging how awesome the newest graphics updates are. The playing field is being leveled.
These images show an area 4km x 4km.
These images show an area 4km x 4km.
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Re: Post your screenshots!
mese,,,,manyyy
Last edited by ethancargioo on Fri May 26, 2023 10:39, edited 1 time in total.
- Blockhead
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Re: Post your screenshots!
No screenshot attached :(
Many mese, many meese or many meece?
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/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
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Re: Post your screenshots!
In Australia we call this "Big Sky Country" as the sky seems to go on forever.
And no, this is not a flat mapgen. It's Carpathian with a fair few tweaks.
And no, this is not a flat mapgen. It's Carpathian with a fair few tweaks.
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The number you have called is not available during a solar eclipse. This message will self destruct in ten seconds in protest... [BEEP]
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Minetest has been eclipsed!
A frame of liquid metals
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Re: Post your screenshots!
Oceanside City.
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