SpaceRay
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While searching in google I found this nice, good and interesting list of the more commonly used noises in production of 3D, and includes also some of the noise examples that can be made inside FF, all with thubnails and categories.
Procedural Noise By Neil Blevins |
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Posted: November 6, 2013 10:25 pm | ||||
xirja
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Nice to see FF getting some love there. I'm going to have to dig in and get a good Ridged Multifractal procedure going. Thanks!
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: November 7, 2013 7:25 am | ||||
David Roberson |
xirja,
Based on what I've seen in your Illusion Fields thread, you've made some incredible progress with that! You know I've been kicking at the same stump (it's the main reason I haven't submitted any original filters!) hoping to come up with a terrain/terraform filter distinct from the Landform branches I tinkered with at the start. (Mainly because I could learn from it in edit mode.) The main thing I'm looking for is a variable-scale, variable height noise; the closest I've come has been using blocks/chaffs/pyramid noise, mapping to roughness or contrast, then running that through a noise distortion (also with mapped roughness/contrast). I'm currently exploring mapped refraction. A few other ideas are tickling at the edges of my consciousness, but for now, I'm tied down doing a lot of trial and error. Anyway, your experiments are very inspiring, xirja! |
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Posted: August 17, 2018 8:11 pm | ||||
Sphinx.
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About Ridged Multifractal. It is there - in FF it is called "Electricity". Musgraves formula states something along the lines (1 - Abs(Noise))^2 which is basically the Electricity curve in FF's Perlin Noise.
(source: https://engineering.purdue.edu/~ebertd...usgrave.c) |
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Posted: August 20, 2018 3:58 am | ||||
xirja
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Trial and error and exploring, that what it's all about.
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: August 25, 2018 11:37 am | ||||
David Roberson |
Yeah, I do a lot of trial-and-error, and for the most part I'm having fun "learning to fish". It's holding my interest much more than projects that would use the results! I'm making some progress, too. It's going to be a while before I get to scripting; I need to get a handle on loops first.
Here's my most recent experiment with procedural "semi-fractal" terrain generation: ![]() |
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Posted: August 25, 2018 6:38 pm | ||||
earthbound |
Commenting just to subscribe to thread
![]() xirja, if you've posted work on noise filters, I'm curious to read it if you'll link to it. You refer to the prophecy of the pastry that will bring balance to the Force. And you believe it's this...donut? |
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Posted: April 2, 2019 12:40 am | ||||
xirja
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But this helped me comprehend the cg processes better: http://codeflow.org/entries/2011/nov/...nd-erosion _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: April 3, 2019 4:13 pm |
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