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It would be nice if in the world DSL we had access to the derivative of the noise function.
This would allow one to distinguish between, say, the eastern shore (to place beaches) and western shore (t…
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https://www.youtube.com/watch?v=CSa5O6knuwI&t=459s
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![1](https://user-images.githubusercontent.com/14297873/75557704-81af1b00-5a0e-11ea-80e0-f0c12ad6f046.png)
Things I have tried so far:
1. I normalized the colour value so that it falls to [0,1] ( …
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I generated this image for the procedural color
![image](https://user-images.githubusercontent.com/56007080/75508029-c1dfb080-59b0-11ea-9a29-888e85261df3.png)
Does our output need to be the same as…
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I'm trying to find a way to scale the Perlin noise "grid cell size" in order to get "smaller blobs" where possible. This is what my normal Perlin noise looks like at scale = 1 aka (x0, y0, z0) = (0,0,…
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Basically the Cinder 2D Perlin noise is just 3D Perlin noise with a hardcoded z=0. It uses the same 3D gradient dot products as 3D noise, but just again with z=0. The problem with this is that 3D Pe…
deanm updated
8 years ago
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Hi! I'm trying to confine a Perlin noise (terrain) into a shape (a letterform to be more specific) but I am having trouble doing so. Help!
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after installing was node suite and using the preset from wiki to generate seamless rock texture was met with missing perlin noise filters
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The would should have nicer ore strips, stone patches, caves, structures. Maybe using perlin noise? Wave function collapse? This warrants a rewrite because the current system is extremely rigid. The a…