Procedural Forestry

[Image: A "procedural forest gone wrong... or right?," developed by Florian Veltman].

We looked at procedural Brutalism the other week—and, deep in the BLDGBLOG archives, we explored the moors of a procedurally generated British countryside—so why not procedural forestry?

Designer Florian Veltman tweeted two screen grabs the other week, along with the quick comment that he was "working on a procedural forest." The first image, which you can see in his tweet, is just a path or small clearing—almost a holloway—cutting forward through a forest of algorithmic leaves and branches.

But it's the picturesque errorscape seen in the opening image of this post, and in Veltman's second tweet, that really caught my eye. Captioned by Veltman as a "procedural forest gone wrong... or right?," it resembles a kind of upended tectonic plate overgrown with vegetation, pierced by the alien presence of a miscalculated substrate erupting from below.

Procedural forestry, procedural geology, procedural oceanography—the very idea of a procedural natural history is just incredible. Unstoppable worlds endlessly flowering from roots of code. Imagine landscape information modeling becoming weirdly sentient, self-generating, and aesthetically sublime, laced with errors, topographies gone wild—stuttering and mutated—in the infinite seams between digital worlds.

We watch in unearthly awe as coded terrains crack open or glitch apart just enough to reveal their mathematical interiors, buried operating systems indistinguishable from nature whirring away within the roots and leaves.

(Indirectly spotted via @jimrossignol).

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Anonymous Michael said...

minecraft

September 19, 2014 4:20 PM  
Anonymous Anonymous said...

Indeed! Just see No Man's Sky!
http://www.no-mans-sky.com/

December 13, 2014 8:06 PM  

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