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"Bald Eagle" <cre### [at] netscape net> wrote:
> https://news.povray.org/5886499c%241%40news.povray.org
Ah, thanks for that one.
>[....]
> > 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?
Yes. One of the things I'm trying is to modulate the noise somehow, but it
mostly fails except with turbulence/warp
> > Tiled Worley works well. Warped Worley works well. Tiled warped Worley kind of
works.
>
> Are you just using mod(<x, y, z>, N) ?
Yes, as well for the current point as for the cell. When warped the points may
leave the boundary of a cell so the result is not exact. It does not generate
identical tiles, but similar tiles.
> > 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.
Hadn't thought of cylinders. I'v been working on stretched, oval, blobs base on
maximum an minimum neighbour distance.
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