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It looks pretty but is not all that amazing ...

One of the things that takes up the most space in 3D videogame development is texture data. Procedural textures (computer generated textures) take up very little space while providing limitless resolution; the one problem is that it takes a developer weeks to come up with a good procedural texture.

One of my professors in university believed that the next stage in texture generation would be a hybrid approach where you created a palate of procedural textures (rather than colours) to paint your textures; theoritically speaking, the results would both look better and take less time then conventional approaches.