Random Landscapes Generator
Generate unique procedural landscapes with mountains, forests, water & atmospheric effects. Customizable biomes, time-of-day, and exportable PNG art.
About
Procedural landscape generation uses layered noise functions to synthesize terrain profiles that mimic geological erosion patterns. Each pixel row on the canvas represents a depth layer rendered with aerial perspective - distant ranges lose saturation by roughly 15% per layer while shifting toward the horizon color. The generator combines fractal Brownian motion (summing n octaves of coherent noise at halving amplitudes) with midpoint displacement to produce ridge lines that avoid the artificial periodicity of simple sine waves. Results approximate real orographic silhouettes but assume uniform erosion. They will not replicate specific geological formations like karst towers or fjords.
Seed-based determinism means every landscape is reproducible. Record the seed value and you can regenerate identical output on any device. The atmospheric model uses a simplified Rayleigh scattering approximation - warm tones near the horizon at low sun angles, cooler zenith overhead. Vegetation density follows a slope threshold: trees avoid gradients steeper than roughly 0.6. Water bodies are placed below a configurable sea-level parameter with basic specular reflection. This tool does not simulate weather systems or volumetric clouds.
Formulas
Terrain height at horizontal position x is computed via fractal Brownian motion - a weighted sum of noise octaves:
where A is base amplitude, p is persistence (typically 0.5), f is base frequency, L is lacunarity (typically 2.0), and n is octave count. The noise function returns coherent pseudo-random values in [β1, 1] using a permutation table seeded by the user-provided seed S.
Aerial perspective blends each layerβs color Clayer toward the horizon color Chorizon:
where d is the layer depth index and dmax is total layer count. Sun angle ΞΈ drives the sky gradient color stops: at ΞΈ < 15Β° warm sunset tones dominate; at ΞΈ > 45Β° the zenith shifts to deep blue.
Reference Data
| Biome Preset | Terrain Layers | Avg. Roughness | Vegetation | Water Level | Sky Type | Typical Palette | Real-World Analog |
|---|---|---|---|---|---|---|---|
| Alpine | 6 | 0.65 | Sparse conifers | 20% | Clear / Haze | Blue-grey, white peaks | Swiss Alps, Rockies |
| Desert | 4 | 0.30 | None / Cacti | 0% | Harsh sun | Amber, ochre, sand | Sahara, Mojave |
| Tropical | 5 | 0.50 | Dense palms | 35% | Humid haze | Emerald, turquoise | Southeast Asia, Caribbean |
| Arctic | 5 | 0.55 | None | 30% (ice) | Overcast | White, pale blue, grey | Antarctica, Svalbard |
| Rolling Hills | 4 | 0.25 | Grass, scattered trees | 10% | Soft gradient | Green, golden | Tuscany, English countryside |
| Canyon | 5 | 0.80 | Minimal shrubs | 5% | Clear sky | Rust, terracotta, cream | Grand Canyon, Wadi Rum |
| Forest | 5 | 0.40 | Dense mixed | 15% | Filtered light | Deep green, brown, mist | Black Forest, Taiga |
| Coastal | 4 | 0.35 | Moderate | 45% | Maritime haze | Teal, sandy, sky blue | Amalfi, Big Sur |
| Volcanic | 5 | 0.75 | Sparse | 10% | Smoky | Dark grey, orange glow | Iceland, Hawaii |
| Savanna | 3 | 0.20 | Acacia-style scattered | 5% | Warm gradient | Gold, sienna, dusty green | Serengeti, Outback |
| Fjord | 6 | 0.70 | Sparse conifers | 50% | Overcast | Steel blue, dark green | Norway, New Zealand |
| Plateau | 4 | 0.15 | Low scrub | 0% | Clear | Tan, muted purple | Tibet, Altiplano |