POV-Ray : Newsgroups : povray.binaries.images : worley noise (not POV-Ray) : Re: worley noise (not POV-Ray) Server Time
1 Apr 2025 16:38:08 EDT (-0400)
  Re: worley noise (not POV-Ray)  
From: ingo
Date: 25 Mar 2025 03:25:00
Message: <web.67e2539a83b3e9b417bac71e8ffb8ce3@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> This got me thinking.
> [...]
> But it has that look.
>
>

Wrinkeled paper or weave. nice.

One could do something similar in 3d and create a landscape with it. Use cells
stretched in y direction.

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.

Worley noise is a "project" I've come back to every now and then.

I used basic Worley nD noise as a seed for n dimensional Markov chains, also to
grow voxel landscapes or clouds. It uses separation layers or separation sets to
influence the growth towards a target. But that's on hold for the moment, makes
my brain hurt.

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. Didn't work out. Tiled
Worley works well. Warped Worley works well. Tiled warped Worley kind of works.
Turning feature points into blobs works but is hard to control.

Why I use Nim? 24 threads of compiled language vs. 1 in interpreted.
When files get bigger and more, I loose oversight in POV-Ray. All the #'s
distract and it gets more difficult to get to a specific part of the code.

ingo


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