
Procedural Works
Anic Müri
A collection of my favorite procedural works, tools and shaders.
I like building tools that can adjust to the changing need of an environment. Most often I build these in Blender, as I'm most experienced with it's shader and geometry nodes. However some are transferred to Unity or Godot if adjustments are needed during gameplay.
Mountain with Roads
As part of the developers on the game Frozen Tracks I am building a terrain generation tool for level testing. Their specific needs for road conditions can be prototyped fast with visual helper shaders build right into the system.

Wave Function Collapse
As my first project in Unity in my life, I implemented and expanded a wave function collapse algorithm for automatic terrain generation. I previously have known this algorithm through the Sverchok addon in Blender.



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Brush Draw Tool for HDRIs
For the game Flourish I created a tool that lets a user select a Blender curve, adjust it's color and brightness and draw it visualised as a brushstroke. It has automatic depth and width estimates, however both are still easily adjustable afterwards.
Automatic Raindrop Shader
I often wished to be able to have a texture scatter solution that is geometry-shape and UV Independent. With this project I achieved this result using the local rules of voronoi cells. I demonstrate that it can even be animated using Raindrops that always flow down and accelerate on steep slopes.