-
```
use noise::{NoiseFn, Perlin};
fn main () {
let perlin = Perlin::new();
let val = perlin.get([0.4, 0.7, 0.5, 0.5]);
println!("{}", val)
}
```
This prints 1 regardless of par…
-
Hi @LingDong- This came up in the slack channel issue Aashish posted; when using PGraphics as P2D, most of the hatches work fine but Perlin specifically for HatchRaster has issues - (also issues in …
-
### Problem
Currently, biomes are controlled by a 2d perlin noise, `np_heat` and `np_humidity`.
Based on the heat and humidity at a given point, the "nearest" biome is chosen (subject to y limits)…
-
after installing was node suite and using the preset from wiki to generate seamless rock texture was met with missing perlin noise filters
-
Hi,
was the Perlin Noise Filter taken out of GPUImage 2?
Cheers,
Frank
-
This is important to keep track of exactly what we need to implement.
## Perlin Noise
### Description
* **Input:** an N-D vector `v`. Properties:
* N dimensional, vector of real numbers
…
-
Hi,
As per the documentation of generate_fractal_noise_2d function, the third argument is the number of octaves in the noise. If the number of octaves is 1, will this function generate the perlin n…
-
use Perlin noise to generate random smooth terrain, make sure particles are individual components so physics can be added to later.
-
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…
-
Currently the tiles look too tiley. We could use Perlin to improve the randomness of terrain texture, and blend the textures at the boundaries.