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Is there a way of generating 4-dimentional noise (where the clock would be
the fourth).
I believe it's quite useful for generating effects that evolve over time,
like turbulent fog-media and landscapes like the one described here:
http://www.kenperlin.com/talk1/28.html
Ron
(Yes, that Perlin in the URL is the guy who Perlin Noise is named after.)
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In article <web.3d61a6f2a4850269cd0d0b840@news.povray.org>,
"ron_ivi" <nomail@nomail> wrote:
> Is there a way of generating 4-dimentional noise (where the clock would be
> the fourth).
Not without patching POV to add it. And the code for handling different
noise generators is a bit of a hack, there isn't an easy way to just
plug in a new generator, so it would probably be easiest to do it as a
pattern or internal function.
You could get similar effects though...for example, multiple noise
patterns that are offset by the t value. Not perfect...but then Perlin
noise isn't perfect either.
> I believe it's quite useful for generating effects that evolve over time,
> like turbulent fog-media and landscapes like the one described here:
>
> http://www.kenperlin.com/talk1/28.html
I've also seen it used for flames.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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I found that Slime has a patch that includes 4-d noise!
http://www.slimeland.com/slimepov/
This thing is awesome! Thanks Slime!
Ron
(yeah, i'm replying to my own post, and i know it was mentioned before, but
just in case anyone else was looking for it as well i wanted to add the
link to the thread where it came up before....)
Christopher James Huff wrote:
>In article <web.3d61a6f2a4850269cd0d0b840[at]news.povray.org>,
> "ron_ivi" <nomail[at]nomail> wrote:
>
>> Is there a way of generating 4-dimentional noise (where the clock would be
>> the fourth).
>
>Not without patching POV to add it. And the code for handling different
>noise generators is a bit of a hack, there isn't an easy way to just
>plug in a new generator, so it would probably be easiest to do it as a
>pattern or internal function.
>You could get similar effects though...for example, multiple noise
>patterns that are offset by the t value. Not perfect...but then Perlin
>noise isn't perfect either.
>
>
>> I believe it's quite useful for generating effects that evolve over time,
>> like turbulent fog-media and landscapes like the one described here:
>>
>> http://www.kenperlin.com/talk1/28.html
>
>I've also seen it used for flames.
>
>Christopher James Huff <cja### [at] earthlinknet>
>http://home.earthlink.net/~cjameshuff/
>POV-Ray TAG: chr### [at] tagpovrayorg
>http://tag.povray.org/
>
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