POV-Ray : Newsgroups : povray.beta-test.binaries : Playing in povr with shaped noise. Server Time
26 Apr 2024 21:11:22 EDT (-0400)
  Playing in povr with shaped noise. (Message 1 to 4 of 4)  
From: William F Pokorny
Subject: Playing in povr with shaped noise.
Date: 12 Nov 2020 13:49:53
Message: <5fad83d1$1@news.povray.org>
With povr, in addition to quilted, I've taken dents back to a normal 
perturbation only pattern.

What was the dents scalar value for maps pattern in POV-Ray was noise 
cubed. I've kept the pattern, but renamed it noise_cubed.

I've also renamed the previously created povr f_dents() inbuilt function 
to f_noise_cubed(). In looking at the inbuilt function again, I got to 
playing around with alternative noise shaping methods.

One of these is used for the raised bits on an isosurface plain in the 
attached image. The updated quilted normal perturbation pattern is 
applied on top on the shape.

Bill P.


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Attachments:
Download 'povrquiltedandshapednoise.jpg' (227 KB)

Preview of image 'povrquiltedandshapednoise.jpg'
povrquiltedandshapednoise.jpg


 

From: Bald Eagle
Subject: Re: Playing in povr with shaped noise.
Date: 12 Nov 2020 14:50:06
Message: <web.5fad918ab5c905741f9dae300@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> With povr, in addition to quilted, I've taken dents back to a normal
> perturbation only pattern.
>
> What was the dents scalar value for maps pattern in POV-Ray was noise
> cubed. I've kept the pattern, but renamed it noise_cubed.
>
> I've also renamed the previously created povr f_dents() inbuilt function
> to f_noise_cubed(). In looking at the inbuilt function again, I got to
> playing around with alternative noise shaping methods.
>
> One of these is used for the raised bits on an isosurface plain in the
> attached image. The updated quilted normal perturbation pattern is
> applied on top on the shape.
>
> Bill P.

I looked at the noise generation code a while, and it's currently beyond my
ability to puzzle out - pretty complex with all that hash table stuff.
(Has anyone implemented Simplex Noise yet?)

I'm glad to see that you're renaming things to more accurately reflect what they
are.
Perhaps one approach to semi-retain some of the old naming would be to just make
an include file "legacy.inc" that has a list of things like
#declare dents = normal {noise_cubed} or whatever your syntax for that would be.

The isosurface looks great - I immediately thought it would make a great blood
vessel wall, or a work-eaten wood or bark, or sand dunes....
Probably lots of other immediate applications just by altering the colors and
textures.


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From: William F Pokorny
Subject: Re: Playing in povr with shaped noise.
Date: 13 Nov 2020 14:39:28
Message: <5faee0f0$1@news.povray.org>
On 11/12/20 2:48 PM, Bald Eagle wrote:
> William F Pokorny <ano### [at] anonymousorg> wrote:
...
>> to f_noise_cubed(). In looking at the inbuilt function again, I got to
>> playing around with alternative noise shaping methods.
>>
>> One of these is used for the raised bits on an isosurface plain in the
>> attached image. The updated quilted normal perturbation pattern is
>> applied on top on the shape.
>>
>> Bill P.
> 
> I looked at the noise generation code a while, and it's currently beyond my
> ability to puzzle out - pretty complex with all that hash table stuff.
> (Has anyone implemented Simplex Noise yet?)
> 

Not in any POV-Ray version that I'm aware. I looked at it briefly a long 
while back. My take then was that it would be less, "better" for us than 
those coming from the pure the pure Perlin type noise.

> I'm glad to see that you're renaming things to more accurately reflect what they
> are.
> Perhaps one approach to semi-retain some of the old naming would be to just make
> an include file "legacy.inc" that has a list of things like
> #declare dents = normal {noise_cubed} or whatever your syntax for that would be.
> 

Something possible I guess, but cannot use "dents" as it's still there 
as a normal only pattern.

> The isosurface looks great - I immediately thought it would make a great blood
> vessel wall, or a work-eaten wood or bark, or sand dunes....
> Probably lots of other immediate applications just by altering the colors and
> textures.
> 

Thanks. (And just picked up plain rather than plane in my original post...)

I enabled the shaped noise options of f_noise_cubed() in the noise_cubed 
pattern today and have been testing / playing. Attached an another image 
using the pattern form with average.

Bill P.


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Attachments:
Download 'shapednoise.jpg' (287 KB)

Preview of image 'shapednoise.jpg'
shapednoise.jpg


 

From: William F Pokorny
Subject: Re: Playing in povr with shaped noise.
Date: 28 Nov 2020 12:26:46
Message: <5fc28856$1@news.povray.org>
On 11/12/20 1:49 PM, William F Pokorny wrote:
> With povr, in addition to quilted, I've taken dents back to a normal 
> perturbation only pattern.
> 
...
> playing around with alternative noise shaping methods.
> 

With povr, I decided to make use of one of the quilted normal 
perturbation fixes not adopted as a new "tiled" normal perturbation only 
pattern.

Further, while I played with the idea of a new offset parameter to let 
the users make use of more of the internal quilt_cubic curve, I ended up 
implementing new "lo" and "hi" keywords so users can "re-range" inputs 
into the quilt_cubic curve function. Folks can make use of whatever 
parts of the curve they want.

For quilted pattern the usual value input range is 0.5 to 0.866 and for 
the new tiled pattern it's 0 to 0.5; Unless lo/hi used with other values 
in which case re-ranging happens.

Attached a quilted normal used on the left and on the right the new 
tiled normal only pattern; both with re-ranging into quilt_cubic.

Both images make use of noise shaping options of f_noise_cubed() for the 
base isosurface.

I'm thinking about one additional normal only pattern - based on the 
tiled approach - called grooved or furrowed, but we'll see.

Bill P.


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Attachments:
Download 'quilted_tiled_lo_hi.jpg' (492 KB)

Preview of image 'quilted_tiled_lo_hi.jpg'
quilted_tiled_lo_hi.jpg


 

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