POV-Ray : Newsgroups : povray.binaries.images : worley noise (not POV-Ray) : Re: worley noise (not POV-Ray) Server Time
30 Mar 2025 23:19:32 EDT (-0400)
  Re: worley noise (not POV-Ray)  
From: Bald Eagle
Date: 25 Mar 2025 08:30:00
Message: <web.67e2a17683b3e9b46563700825979125@news.povray.org>
"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.


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