Steven Koch
01 / WHY IT EXISTS

Worlds need textures.

Procedurally generated worlds need procedurally generated surfaces. Painting each texture by hand doesn't scale — so I built this generator alongside my own game world to rapidly produce unique planet textures in seconds. It is now being developed into a standalone application.

Three modules in one tool: slider-driven planet generation with GPU compute erosion, node-based starmap compositing with an HDR pipeline, and biome-aware cloud systems. Engine-ready PBR textures for sci-fi worlds in seconds.

What it does

Generate unique planet textures from sliders with real-time preview (GPU compute erosion at 4K in 0.3 s) · compose cinematic space backgrounds from a node graph with HDR pipeline and cubemap export · export production-ready PBR texture sets (basecolor, heightmap, normal map, roughness, packed) · 16+ presets covering desert worlds, temperate planets, ice worlds, barren moons and 5 starmap themes · dual workflow: slider-driven planets for fast iteration, node graphs for starmap compositing.

02 / WHAT IT GENERATES

Whole worlds, from a few sliders.

The generator produces the celestial textures your scenes need, ready to drop onto a sphere or into a shader. No hand-painting, no node spaghetti.

Planets

Terran, rocky, lava, ice and alien worlds with realistic terrain and PBR surface detail.

Gas Giants

Banded, swirling atmospheres with depth and motion-ready cloud structure.

Suns

Stars and emissive bodies for lighting, skyboxes and background composition.

Clouds

Biome-aware cloud layers to wrap your planets in atmosphere.

03 / HOW IT WORKS

Built for speed, not busywork.

A clean slider-driven workflow with a real-time 3D preview. Tune it, watch it update, export it.

Slider-driven

Shape continents, mountains and detail with simple parameters. No node graph to untangle, just dial it in.

GPU erosion

Hydraulic erosion on the GPU carves realistic gullies, ridges and valleys into the terrain in real time.

Live 3D preview

An OpenGL viewport with real relief lighting and atmosphere, so you see the finished body while you tune it.

04 / ARCHITECTURE

Dual workflow pipeline.

Two generation modes for different tasks. Planets use a sequential slider pipeline for fast iteration. Starmaps use a node graph for creative compositing. Both produce production-ready output.

Planet (slider-driven)
Continents Mountains Detail GPU Erosion Colorize PBR Output
Starmap (node-based)
Noise Layers Nebula Shapes Star Field Color Grade HDR Output

Generators

Perlin noise, ridged multifractal, Voronoi tessellation, tectonic plates with continental drift simulation, crater fields and surface detail layers.

Filters

Domain warping for organic shapes, gaussian smoothing, terrace stepping, curves adjustment, normalize, clamp, invert. All with real-time parameter sliders.

GPU Erosion

Pipe-model hydraulic erosion on OpenGL 4.3 compute shaders. Latitude correction for equirectangular projection. 4K erosion in 0.3 s on an RTX 5080, plus thermal erosion with cliff preservation.

Selectors

Height- and slope-based masks for selective blending. Altitude thresholds control where snow, sand or vegetation appears.

Color

Gradient-based colorization by altitude, slope-aware shading, hillshade lighting, ocean coloring with depth falloff and polar ice caps.

PBR Output

Exports basecolor, heightmap, normal map (four-scale UDN blending) and roughness. Packed texture export for engine-ready channel packing.

05 / DEEP SPACE

Starmap generator.

Node-based compositing for cinematic space backgrounds. An HDR pipeline with ACES tonemapping produces spatial envelope nebulae that look like real astrophotography, not procedural noise.

HDR Pipeline

Full float64 processing with ACES tonemapping. Colors stay rich and natural through the entire compositing chain without clipping or banding.

5 Cinematic Presets

Teal, Blue, Amber, Violet, Emerald. Each preset produces a distinct mood. Desaturated, subtle, Star-Citizen-style backgrounds.

Cubemap Export

DDS cubemap output in horizontal cross layout. Imports directly into Unreal Engine 5 as a TextureCube for skybox use.

Node Compositing

Recursive noise for nebula shapes, domain warping for organic structures, star field layers with brightness in alpha. Full creative control.

06 / REAL-TIME PREVIEW

OpenGL PBR renderer.

The built-in 3D viewport renders the planet with vertex displacement, PBR material properties and atmospheric glow. OpenGL 4.3 with compute shaders for GPU erosion. Immediate visual feedback while adjusting sliders.

Vertex Displacement

Heightmap data drives actual geometry displacement on the sphere, not just a flat texture. Mountains and valleys are visible in silhouette.

Normal Mapping

Four-scale normal blending (macro, meso, fine, micro) using UDN technique with 2x shader amplification. Surface detail comes from lighting alone.

Atmosphere

Fresnel-based atmosphere glow with auto-coloring derived from the planet's surface palette. Adjustable density and color override.

Camera Controls

Orbit with left mouse, pan with middle mouse, zoom with scroll. Full interactive inspection of the generated planet from any angle.

07 / ENGINE-READY

Exports that just import.

Full PBR texture sets with engine presets that set orientation, packing, colorspace and bit depth for you. Cubemap and equirectangular output.

Full PBR set

Basecolor, height, normal, roughness, metallic, AO, plus packed channel exports for engine-ready materials.

Cubemap & equirect

Seamless cubemap output for spheres and skyboxes, or equirectangular maps that wrap any planet mesh.

One-click presets

Export presets handle the per-engine quirks automatically, no manual flipping or repacking.

Unreal Engine Unity Blender Godot
08 / TEXTURE OUTPUT

Equirectangular export.

Every planet generates a full equirectangular projection that maps directly onto a sphere in any game engine. The 2D preview shows the unwrapped texture with terrain, ocean, erosion and polar ice visible.

09 / UNDER THE HOOD

Tech stack.

UI Framework

DearPyGui for the full desktop application: node editor, properties panel, 3D viewport and toolbar. GPU-accelerated immediate-mode UI.

Noise Engine

Custom spherical noise functions (fBm, ridged, Voronoi, domain warp) with Numba JIT compilation for near-native performance on large textures.

Renderer + GPU Compute

OpenGL 4.3 with custom GLSL shaders for PBR rendering and compute shaders for erosion. Vertex displacement, atmosphere glow and thread-safe GPU context management.

Graph Engine

Custom DAG execution engine with topological sort, dirty flag propagation and type-safe pin connections. 34 node types across 7 categories.

Python DearPyGui OpenGL GLSL NumPy Numba JIT SciPy Pillow moderngl GPU Compute Shaders
10 / BY THE NUMBERS

Key metrics.

34

34 Node Types

Generators, combiners, filters, erosion, selectors, color and output nodes. Covers the full planet creation workflow.

16+

16+ Presets

Planet presets for every biome, 5 cinematic starmap themes, 16 cloud variants across 6 biome types.

5

5 Texture Channels

Basecolor, heightmap, normal map, roughness and packed exports. All generated from a single graph, ready for import into any game engine.

4

4-Scale Normals

Macro, meso, fine and micro normal layers blended with UDN technique. Surface detail comes from lighting, not color noise.

0.3s

GPU Erosion

4K hydraulic erosion in 0.3 seconds. OpenGL 4.3 compute shaders with pipe-model simulation, latitude correction and thermal erosion. 500x faster than CPU.

3

3 Generator Modes

Slider-driven planet generation, node-based starmap compositing, and biome-aware cloud systems. Each optimized for its task.

11 / ROADMAP

What's next.

The Universe Generator is actively in development. Most core systems are complete. Current focus is preset tuning and UE5 integration.

Phase Status Scope
Node SystemCompleteDAG engine, 34 nodes, graph execution, dirty caching
Slider EngineCompletePlanet v2 pipeline, debounced auto-regeneration, preset loading
GPU ComputeCompleteOpenGL 4.3 compute shaders, hydraulic erosion, thread-safe context
PBR ExportCompleteBasecolor, height, normal, roughness, packed channel export
Cloud SystemIn Progress6 biome types, 16 presets, cyclone warp, GPU rendering
Save / LoadCompleteJSON graph serialization for starmaps, preset system for planets
Standalone ReleasePlannedPackaged desktop app, documentation, community presets