Don't you hate it when your favorite TV series puts out an episode that is just clips of stuff that happened in earlier episodes? This post has some of that but hopefully will provide you with a better idea of how we see Procedural Generation in the near future.
This video shows the new procedural terrain system to be released in Voxel Farm 3:
In case you want to find out more about what is happening under the hood, these previous posts may help:
Geometry is Destiny Part I and Part II
The idea is simple. Instead of asking an artist to labor over a hundred of different assets, either by hand or by using complex generation tools like World Machine, we now have a synthetic entity that can do some of that work through a mix of AI and simulation. You do not have to be an expert or initiated at all in the arts of procedural generation to get a satisfactory outcome.
Why are AI and simulation important? After working for a while in procedural generation, it became clear to me there was no workaround to the entropy problem. This I believe can be stated like this: Viewers of procedurally generated content will perceive only the "seed" information, not the "expanded" data. Yes, you may have a noise function that can output terabytes of data, but all this data will be compressed by the human physique to the few bytes that take to express the noise function itself. I posted more in detail about this problem here:
Uncanny Valley of Procedural Generation
Evolution of Procedural
This does not mean all procedural generation is bad. It means it must produce information in order to be good. Good Procedural Generation is closer to simulation, automation and AI. You cannot have information without work being done, and if work is to be done better leave it to the machine.
The video at the top shows our first attempt at having AI that can do procedural generation, stay tuned because more is coming.