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Totally goes with the videos you've been doing.
The basic idea is to take random points in space (2- or 3-dimensional) and then for every point in space take the distance to the nth-closest point (e.…
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This is how the normal Euclidian distance(also happens with Euclidian Squared) worley noise looks like. This screenshot is from nannou but ive also experienced the same in my own project using noise…
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Sampling worley noise at half-kernels requires a minimum of eight generating points to be samples. Your library only wanders the control points around a disk of radius 0.5 instead of filling out the w…
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```r
library(shiny)
library(ambient)
ui
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Some noise algorithm implementation(s) would be useful for procedural generation scenarios.
few examples:
Perlin noise, Simplex noise, Worley noise, Fractal noise
A decent SimplexNoise (better …
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The ones that are particularly bad are worley-linear-range, worley-manhattan-range, and worley-chebyshev-range. The ones that fall within [-1,1] but don't hit it exactly (such as worley-linear-squared…
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Document with the purpose of comparing Three.js `ShaderNode` with `MaterialX`.
https://materialx.org/assets/MaterialX.v1.38.Spec.pdf
## Geometric
### Position
| Supported | MaterialX | Shade…
sunag updated
1 month ago
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https://github.com/lazarusA/CoherentNoise.jl/blob/3f7a145cc8bfdbd95a6e6aad9076cb73f3594e99/src/noise/worley_noise.jl#L55-L56
I'm just looking over the code that I wrote here, and this seems wrong t…