Sjeiti
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Mapping a 2D texture onto a 3D sphere distorts the texture toward the poles (and the equator unless you use 2x1 aspect ratio). Now I know Ken Perlin developed his noise algorithm to cope with that.
Perlin noise in FF shows only the x and y coordinates in noise space, I assume the randomizer controls z. So the image you get is a plane in the noise field. It should be fairly easy for you FF developers to create a sphere in the noise field and let the randomizer control a fourth noise coordinate. That way you'd have a seamless spherical map. Since FF is also very focussed on textures for 3D I think this extra feature would enhance the seamless tiling policy rather than break with it. I know it should be easily possible for the perlin noise component since I've coded spherical maps with that in Processing. I don't know about the other noise components though. |
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Posted: September 1, 2007 6:31 am | ||||
onyXMaster
Posts: 350 |
JFYI: randomizer (Variation) does not control the Z coordinate, but we have the control over it internally.
The other part of the question (spherical noise) is for Vladimir I guess ![]() |
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Posted: September 1, 2007 9:47 am | ||||
capnsparrow
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There is a filter in Photoshop CS called 'Polar Coordinates' which sort of works for this. I've used it on some of my hand-drawn texture maps when I needed to map them onto a sphere. But, it definitely isn't perfect.
I wonder if something similar could be added in Filter Forge, in the 'rendering maps' as another option alongside the bump and diffuse maps and so forth. A 'spherical map' option, so to speak... Okicyapo |
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Posted: September 1, 2007 10:17 am | ||||
Sjeiti
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The batch feature got me thinking about this again.
A great addition would be to enhance all the noise components with the Z-coordinate. Since you say you have control over it internally that shouldn't be too difficult (the only difficulty would be stretching). It would allow to create noise-filters that can easily be animated. The animations would even be seamless (if Z goes from 0 to 1 and seamless is turned on). Plugging in a Sinal-ProfileGradient into the noises Z will create a spherically mapped noise (very handy for texture maps on 3D spheres, cylinders or even cubes). (I really hope the mac version is just coming along nicely ![]() |
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Posted: March 1, 2009 5:48 am | ||||
Vladimir Golovin
Administrator |
Sjeiti, originally we planned the Z coordinate for all the Noise components (useful for animations and some nice effects). The reason why we dropped it was because it slowed things down too much, compared to the benefits it offered.
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Posted: March 10, 2009 10:28 am | ||||
Miavir
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Three possible solutions offer themselves: 1) make two versions of each noise component, one with and one without the Z component. 2) make one version *with* z, but a flag usersettable 'use Z coordinate' to switch between the with or without Z versions of the algorithm. 3) as 2), but instead check if any connection comes to the Z coordinate, if none, use the fast algorithm, otherwise the slow. In ancient Egypt, Cats used to be revered as Gods.
Cats have never forgotten this. And rightly so. |
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Posted: March 10, 2009 10:42 am | ||||
StevieJ
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as an alternative.....how about doing global height control like this.....
http://www.filterforge.com/forum/read...9&TID=5383 Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: March 10, 2009 10:47 am |
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