Seed a range. Grow a world.
Drag the height seed across the surface and continuous fractal ranges rise beneath it in real time. Release, and the world freezes into a shape no one has ever seen. 山,從一顆種子長出來。
Not painted. Grown from a single number.
Every OROGEN world is a pure function of one 32-bit seed. There are no textures, no baked height maps, no assets on disk — only fractional Brownian motion summed octave over octave, ridged into mountains and warped into continents. Because the field is analytic, there is no smallest pixel: you can fall toward it forever and it keeps inventing terrain to meet you.
Octave stacking
Six-plus layers of value noise, each double the frequency and half the amplitude of the last. The low octaves are continents; the high octaves are scree.
Orogenic ridges
Fold each octave through 1−|n| and square it. Valleys flatten, crests sharpen — the mathematics of a mountain belt, not a dune.
Domain warp
Displace the sample coordinates by a second noise field. Straight ranges bend into fjords, river deltas, coastlines that feel eroded.
warp(p) = p + fBm(p·0.5)·W height(p) = Σ ridge( noise( warp(p)·2ⁱ ) ) · 0.5ⁱ // i = 0 … LOD uplift(p) = height(p) + Σ seedⱼ · e^(−|p−sⱼ|² / r) // your drag, stamped
Fall eight levels. It never blurs.
Keep scrolling. The camera drops through eight orders of magnitude — a whole cordillera down to a single talus slope — and the engine simply adds octaves to meet the new scale. No mip-maps, no pop-in, no seams. Analytic terrain has no native resolution.
A seed travels lighter than a terabyte.
Because a world is just a number and a recipe, sharing one costs twelve characters. Send a seed to a teammate and they open the identical range — then export it into whatever eats height data.
Paste any OROGEN seed and open the exact same world.
Tip: press Reroll in the hero, copy the seed, and drop it here.
Every downstream format
Bake the field to 16-bit height maps, displacement EXR, OBJ/glTF meshes, or a raw seed manifest.
Hypsometric presets
Swap the elevation ramp live — glacier, basalt, cartograph, verdant — without recomputing a single octave.
Whoever needs a mountain by Friday.
Game worlds, VFX establishing shots, generative-art editions, data-vized cartography. One seed, a thousand valleys.
“I used to sculpt a 400 km² map for two weeks. Now I drag a seed for two minutes and export the height map. The art direction happens in the biome ramp.”— Rin K., world-building lead
“Each collector mints a seed. Every piece is a range that has never existed and can be regenerated forever from twelve characters. That's the whole edition.”— Atlas Editions
“The eight-level zoom means one seed covers the wide establishing shot and the boots-on-scree insert. No re-authoring between scales.”— Northlight Pictures
“The contour overlay turns any field into a topographic sheet. We drive it with real elevation data and the fractal fills the sub-sample gaps.”— Meridian Atlas Lab
A seed is all it takes to hold a mountain range.
OROGEN Studio 1.0 beta runs in the browser and on the desktop. Reserve a seat in the founding batch — your first hundred worlds are on us.
Free while in beta · or read how this page was built