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SpaceRay
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.

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is going to show off some of the more commonly used noises in production, and then I'll give you a bit of background on each noise, and software you can use to generate that noise type. The main apps I'll be talking about will be the 3dsmax's built in procedurals, the BerconMaps for 3dsmax, Darksim's Darktree and Filterforge for photoshop


Procedural Noise By Neil Blevins
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xirja
Idididoll Forcabbage

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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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David Roberson
Artist
Posts: 404
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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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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
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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xirja
Idididoll Forcabbage

Posts: 1698
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Trial and error and exploring, that what it's all about. smile:) Despite the fact that I'm keeping some of the tricks close to my chest for economic reasons, another really good reason is that old 'give a man a fish' parable. More specifically, one cannot teach another to fish, it's only by fishing, that one learns to fish. 💒 ...or something like that...😉 Plus decoding Musgrave et al and their shader language and applying it to FF is not an easy task too. smile:|
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David Roberson
Artist
Posts: 404
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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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earthbound
Posts: 97
Filters: 1
Commenting just to subscribe to thread smile:)

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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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
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I'm keeping some of the tricks close to my chest for economic reasons


But this helped me comprehend the cg processes better:

http://codeflow.org/entries/2011/nov/...nd-erosion
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