Sjeiti
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Is it possible to call Perlin noise from script?
If so, can we call Perlin.noise(x,y,z) (or even a fourth parameter)? ...for spherical mapping purposes. (it would be a bit of a pain to rewrite this to LUA script in that tiny script window ;-p) |
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Posted: July 4, 2010 1:47 pm | ||||
Totte
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Sjeiti -as we say i Sweden: "What are you complaining about, you got the whole weekend to finish it off"
![]() - I never expected the Spanish inquisition |
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Posted: July 4, 2010 3:22 pm | ||||
Sphinx.
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It is not possible currently, but I suggested that they add a common FF function library to lua, so we don't have to code ineffective lua versions of something that is already there (just not registered internally in lua).
Functions like blend, adjustments, color space functions, RGB Math and the noise functions would be really great to have access to! |
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Posted: July 5, 2010 1:54 am | ||||
Dmitry Sapelnikov |
It's already implemented, but not released
![]() Actually we've done 3d perlin noise implementation in order to provide good and simple way of random numbers generation. But we've got a great problem - perlin noise is Gaussian -distributed while RNG has to be uniform-distributed. Lua perlin noise is likely to be released (but we don't promise it ![]()
They are in our plans too. |
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Posted: July 5, 2010 2:23 am | ||||
Sphinx.
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Sounds great Egret!
When you get to the math lib, it would be great if you could add the combined sincos function too (it is much cheaper than calling Sin and Cos seperately, and you often use both at the same time with same input) |
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Posted: July 5, 2010 3:21 am | ||||
Sjeiti
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sweet... fingers crossed then
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Posted: July 5, 2010 6:36 am | ||||
Vladimir Golovin
Administrator |
Yep, we plan to release the blending functions too. |
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Posted: July 9, 2010 8:08 am | ||||
rgoer
Posts: 46 |
being able to change the z component of a perlin noise sample would make creating textures for particle sprite effects so much more powerful... if this feature is coming soon I can't wait ![]() |
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Posted: August 5, 2010 2:08 am |
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