|
 |
"ingo" <nomail@nomail> wrote:
> Your cylinders are normals of planes. If you "flip" them so that centre cell is
> inside the plane you can intersect all the planes of the neighbour cells to get
> a voronoi cell. I posted images of that in the past, can't find them.
Yes, but CSG with infinite objects is bad juju, IIRC. Slow.
> Worley noise is a "project" I've come back to every now and then.
https://news.povray.org/5886499c%241%40news.povray.org
> Another one I' looking into is Dynamic Time Warping. Some howe create paths
> using feature points and then use DTW as a distance metric for the Worley noise.
> Currently paths form feature point to feature point with perturbations. But not
> getting results yet.
> https://en.wikipedia.org/wiki/Dynamic_time_warping
>
> Other experiments, use the anisotropy of the convex hull around the neighbour
> feature points to influence directionality of noise.
Would that be sort of like a function gradient?
> Didn't work out. Tiled
> Worley works well. Warped Worley works well. Tiled warped Worley kind of works.
Are you just using mod(<x, y, z>, N) ?
> Turning feature points into blobs works but is hard to control.
Maybe use cylinders with lengths based on distance to the other point it's being
blobbed with. Otherwise a static strength value for a sphere is hard to tailor
to multiple neighbors.
> Why I use Nim? 24 threads of compiled language vs. 1 in interpreted.
YES.
Post a reply to this message
|
 |