Build game-ready rocks and boulders from a stack of layers, then bake and export them. Free to use, no attribution required.
Measuring your GPU…
Surfaces extracted by surface nets, after Gibson (1998). Sphere tracing and the Lipschitz bound on a distance field after Hart (1996) — the bound the brick culling rests on. Distance-field operators and the smooth minimum after Íñigo Quílez.
Value noise after Perlin (1985). Cellular noise after Worley (1996). Curl noise after Bridson, Hourihan & Nordenstam (2007). Alligator noise after the smooth-minimum kernel sum described by Olano. Grids read back with Catmull–Rom splines (1974).
Weathering as curvature flow on level sets — Osher & Sethian (1988) — kept a distance field by the reinitialisation of Sussman, Smereka & Osher (1994). Tumbling after Bloore's abrasion equation (1977) and the study of pebble shape by Domokos & Gibbons (2012). Load lock after the stress-controlled erosion of Bruthans et al. (2014).
Remeshing by quadric-error simplification, after Garland & Heckbert (1997), in meshoptimizer by Arseny Kapoulkine. UVs unwrapped by xatlas, Jonathan Young's reworking of Ignacio Castaño's thekla_atlas, built for the web as xatlas.js by Palash Bansal; its charts are flattened by least-squares conformal maps after Lévy et al. (2002).
Algorithms are not copyrightable; they are credited because the people who published them made this possible. The libraries are MIT and Apache 2.0 — their licences.
Rocky