xirja
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Haven't tried it yet, but saw this new filter Noise Gabor and the examples are very interesting:
![]() ![]() ![]() I gather it is an edge detection method using sine waves from: http://graphics.cs.kuleuven.be/public...LLD12GNBE/ I might have stumbled upon this method a while back and came up with this: ![]() Any other information about this method or examples to add? Nice one raabix! _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: September 3, 2014 8:13 am | ||||
xirja
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From: http://graphics.cs.kuleuven.be/public...index.html
Check out: ![]() http://graphics.cs.kuleuven.be/public...index.html ![]() http://graphics.cs.kuleuven.be/public...index.html By 'Exemplar' do they mean the best result, or is this a photograph they used as a reference? ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: September 4, 2014 9:29 am | ||||
raabix |
I once implemented this noise in a procedural shader software called mental mill which you can download for free now - if you have a good GPU it is really fun to play around with. It is more based around interactive shader creation, but you can use its power also to write procedural textures (that you can not save to disk, so the only way would be to make a screenshot).
However, it is a very nice tool and I was able to implement more features of the gabor noise (still not the whole range). So this simple noise is a refreshing new noise since it does not have that grid-like feel of the perlin noise. And it is great for making bump maps for sand dunes! ![]() I think next we can try to use the bomber in a loop and add a variation of the kernel for each iteration, but this would require that we can vary the seed (Variation)for the bomber in each iteration which I haven't seen that it is possible so far. ![]() |
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Posted: September 5, 2014 9:36 am | ||||
xirja
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Realtime is really nice with moiré fringe effects and stuff for sure! Sand dunes, totally! Looks like lizard skin, charcoal, and bark are easily possible too.
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Maybe try the loop 'iterator' connected to the 'Offset' component in increments of 1+ to simulate another variation, because the bounds of the noise extend far beyond the visible boundaries. Not sure this will work in this case, as I still haven't dl this yet. _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: September 5, 2014 8:37 pm | ||||
Indigo Ray
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This is possible, but only if seamless tiling is off. If on, the bomber repeats past the visible boundaries, so +0 = +1 = +2... You can use 5 (or more) separate bombers and blend them together ![]() |
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Posted: September 6, 2014 9:54 pm |
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