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On 4/3/25 19:28, Tor Olav Kristensen wrote:
> The grass-like "texture" is made like Bald Eagle suggested,
> but the shape of the terrain is made with a sum of some simpler
> f_noise3d() functions at different sample frequencies.
Neat!
(Did you intend for Ka to be zero?)
Forgive me for running a yuqk experiment with your scene. I couldn't
resist given your code.
In the yuqk fork, all the inbuilt functions support noise generator
selection with an extra parameter - where the underlying code supports
multiple noise generators.
Attached an image using noise generators 1,2 and 3 top sub-image, downward.
In the bottom sub-image I use all three noise generators in combination(*).
I did not change the 'bumps pattern' noise generator, so it's always 2.
Bill P.
(*) - The idea - hard coded too in yuqk's experimental, f_granite23()
inbuilt function - uses noise generators in combination. One, so the
buckles which are sometimes visible are much less likely to be, visible.
Two, with the thought the result might look different / interesting -
less like the usual noise based results.
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Attachments:
Download 'torolavterraingrass_ngs.jpg' (94 KB)
Preview of image 'torolavterraingrass_ngs.jpg'

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