|
![](/i/fill.gif) |
All the noise generators suffer from this. It's most easily seen when
they're applied as the function for a height field, viewed at a shallow
angle.
At first I was a bit annoyed by this, but having looked at the 3.1 source in
the past, I know that it's caused by the way the noise functions are
created. They are *based* on a grid pattern of random values, which are
interpolated between. I'm not sure exactly how the new noise generator
works, but since it shows the same artifact, I assume it's similar.
I wish there were a better way to create random noise, but I sure as heck
couldn't come up with one.
The artifact is caused by the fact that while the first derivative of the
function is continuous everywhere, the *second* derivative isn't necessarily
continuous at any of the integral values of x,y, or z.
The best workaround I can think of, if it's causing any problems, is to add
turbulence to the noise.
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
|
![](/i/fill.gif) |