YOUR ACCOUNT

Login or Register to post new topics or replies
David Roberson
Artist
Posts: 404
Filters: 36
I came across this topic while researching Worley Noise, and thought it'd be great if it helped speed up my Spherical Worley Noise. Of course, the first question to ask, before pulling on this thread and going through all the work trying to implement the idea in Lua, is: Is it practical?

I'm still not sure how the API Worley Noise identifies the closest seed point to any given point, so as yet I don't even have a place to insert a QuadTree. Even so, the idea is there and I can't help but wonder if Lua would spend too much time constructing and utilizing a QuadTree to save a meaningful amount of processing the way I assume it does now, by querying every pixel in the frame. Since the Spherical Worley Noise is at least 10x slower than the Spherical Perlin Noise I made, some kind of optimization is sorely needed!
  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!

153,533 Posts
+38 new in 30 days!

15,348 Topics
+73 new in year!

Create an Account

Online Users Last minute:

37 unregistered users.