POV-Ray : Newsgroups : povray.binaries.images : worley noise (not POV-Ray) : Re: worley noise (not POV-Ray) Server Time
1 Apr 2025 16:35:54 EDT (-0400)
  Re: worley noise (not POV-Ray)  
From: ingo
Date: 26 Mar 2025 04:15:00
Message: <web.67e3b76783b3e9b417bac71e8ffb8ce3@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> 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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