YOUR ACCOUNT

Login or Register to post new topics or replies
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I've been working on a snippet that demonstrates the internal workings of 'Noise Distortion' by reverse engineering it with two perlin noises connected to an offset component (as described in the help file).

However, one problem remains to be solved: Synchronizing the variation values of the two perlin noises with the variation value of the noise distortion. I'm beginning to have my doubts whether this is possible...

Here is the filter...

Noise Distortion Reverse Engineered.ffxml
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
If I remember correctly, the first noise uses 1 as the random seed, the second one uses 2. If these numbers won't work, I can look this up in the source code.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Hmmm... doesn't seem to work that way though, unless I'm overlooking something.

Updated filter:

Noise Distortion Reverse Engineered.ffxml
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Vlad?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Looks like this can't be reverse-engineered using FF components. I've checked the code -- we're not using the random seed to get two different noises. Instead, we're calculating two versions of the noise with the same seeds but with different offsets in the noise space (this doesn't require rebuilding the constant tables and therefore is faster than using different seeds).
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Interesting! Thank you for looking into this! smile:)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
We'll correct the help file in the next update.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
On my old machine, the the hard-coded noise distortion is about 150% faster than the version reverse enigneered with components. In the light of this noticable speed gain, do you think it feasable to provide a hard-coded Worley Distortion component in the future?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Perlin distortion is a commonly-used tool, and Worley distortion is mostly an artistic effect, so I would prefer to leave things as they are.
  Details E-Mail
uberzev
not lyftzev

Posts: 1890
Filters: 36
The Worley noise doesn't really lend itself to a simple distortion due to its inherent lack of symmetry. I.E. it will have some type of diagonal bias.
  Details E-Mail

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,711 Registered Users
+18 new in 30 days!

153,531 Posts
+39 new in 30 days!

15,347 Topics
+72 new in year!

Create an Account

Online Users Last minute:

28 unregistered users.