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"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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