Crapadilla
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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!" ;) |
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Posted: April 12, 2007 11:12 am | ||
Vladimir Golovin
Administrator |
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.
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Posted: April 12, 2007 11:16 am | ||
Crapadilla
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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!" ;) |
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Posted: April 12, 2007 11:36 am | ||
Crapadilla
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Vlad?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: April 14, 2007 2:02 pm | ||
Vladimir Golovin
Administrator |
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).
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Posted: April 16, 2007 6:17 am | ||
Crapadilla
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Interesting! Thank you for looking into this!
![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: April 16, 2007 6:18 am | ||
Vladimir Golovin
Administrator |
We'll correct the help file in the next update.
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Posted: April 16, 2007 6:19 am | ||
Crapadilla
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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!" ;) |
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Posted: April 16, 2007 11:46 am | ||
Vladimir Golovin
Administrator |
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.
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Posted: April 17, 2007 8:23 am | ||
uberzev
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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.
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Posted: April 17, 2007 8:37 am |
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