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Richard Bartlett
Texturing Hobbyist
Posts: 58
Filters: 11
I'd like to be able to pass a map to a noise function like cells that would influence the probability of point placement.

To better explain what I'm getting at I'll use some images...

Let's say this is the result of a generic cells noise function...



As you can see in the image, these are the points from which the noise is produced...



What I'd like to do is to apply a mask like so...



... to the points like so...



... so that the result does not generate all the cells you see in the first image.

It would be a "Probability Map" where black would reduce the chance that a point would be plotted in that space.

It would be similar to masking the result like this...



... only the cells wouldn't get clipped.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Cool idea. smile8)
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James
James
Posts: 676
Filters: 46
Nice idea smile:D
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Sweet idea smile:devil:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Richard Bartlett
Texturing Hobbyist
Posts: 58
Filters: 11
Thanks. It's something I came up with when trying to find a way to make my Wartorn filter less uniform.

I imagine it would probably come in handy with my SpaceGen filter aswell.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
This could greatly simplifiy the the undertaking of making noises less uniform by nesting them. Better control is A Good Thing™.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
it's unlikely that we'll add probability control to Worley-based noises, but we're considering this for Bombers.
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Richard Bartlett
Texturing Hobbyist
Posts: 58
Filters: 11
So is that a definative no as in "we'll never implement this feature"?

I mean, Bombers are a fine addition to the program but I don't imagine I'd be able to reproduce the effect I'm describing here with them even if they had probability control. Not that I won't try mind you.

If it's a matter of time, I'm very patient. All I'd like to know is if you find the suggestion valuable or not.

At present it's "unlikely" which suggests that you don't care for the idea and I'm just curious to know why.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Richard Bartlett wrote:
At present it's "unlikely" which suggests that you don't care for the idea


Richard, my apologies for not being clear. That's definitely not what I meant. English is my second (third?) language, so I'm just not aware of 'hidden meanings' of some commonly used words smile:)

So let me correct my answer: It is unlikely that we implement this in the near future, but I don't rule out this possibility for the long term.

The reasons for this are mostly technical. Worley-based noises are the most complex components in Filter Forge, so introducing even minor changes requires lots of testing. Also, since the Worley algorithm can output values in different numerical ranges, depending on the distance function, we normalize the noise output for each of these distance functions, so that the brightness of noise pixels is in the range of 0 to 1, and the energy peak is located at 0.5 (to avoid darkening or lightening when multiple octaves are used). Introducing variable feature point density may require us to rethink our normalization strategy and renormalize everything again, which also requires a significant amount of re-testing. And another reason is that we'll need additional space for the Density parameter in the Settings area (currently 15 parameters only and no scrolling).

Quote
Richard Bartlett wrote:
All I'd like to know is if you find the suggestion valuable or not.


Of course it is. Actually, it suggested us a way we can implement this. Early specs for the Worley codebase had a Density input, but we dropped it because it was too difficult to implement -- it required each 'lump' to fade out smoothly, instead of disappearing abruptly, as you're suggesting. With a 'temporally discontinuous' disappearance things would be much easier. However, the normalization problem still remains.
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Richard Bartlett
Texturing Hobbyist
Posts: 58
Filters: 11
That's a much more satisfying answer. Thank you Vladimir. smile:)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
sorry about the timewarp bump smile;)

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Kraellin
Kraellin

Posts: 12749
Filters: 99
nice, sphinx! smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Case closed. smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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