Part 1: Procedural Terrain Generation in TouchDesigner
Learn how to create procedural terrain heightmaps based on the topology of real ranges, a technique ported from Texturing and Modeling: A Procedural Approach (which I highly recommend for those looking to learn).
Over this set of tutorials I will build on this technique and others to create an interactive particle system using various methods of procedural heightmap generation.
One further note: I recommend you replace TDSimplexNoise() with snoise() from this github page. Its a more performant function omitted for brevity in the recorded version. Its included in the project file.
I hope you enjoy.
Project file available on patreon: patreon.com/water__shed