POV-Ray : Newsgroups : povray.binaries.images : worley noise (not POV-Ray) : Re: worley noise (not POV-Ray) Server Time
30 Mar 2025 23:14:10 EDT (-0400)
  Re: worley noise (not POV-Ray)  
From: Bald Eagle
Date: 26 Mar 2025 09:05:00
Message: <web.67e3fb5683b3e9b46563700825979125@news.povray.org>
"ingo" <nomail@nomail> wrote:

> > > 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.

I have a vague sense of what you're doing.
I probably ran into related issues here:
https://news.povray.org/web.6394be0a7dc652cc1f9dae3025979125%40news.povray.org

You might have to look at the order that you're doing things in?
Can you define a warp as a transform to be used in a function?

> > > 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.

Very cool.
I usually forget about cylinders in blobs as well.

- BW


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