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stegu avatar stegu commented on July 26, 2024

I'm not sure what you mean. There is certainly the option of doing such things
in noise-based shaders, but what we provide is only the fundamentals, the
noise basis functions. Thus, you need to find applicable examples of other
people's work in procedural texturing and port it, or develop your own shader
to do what you want. Unless I read you all wrong, what you want seems to
involve manipulation of texture coordinates rather than the noise
function itself.

Some of what you want may be possible to do with pre-computed distance
fields to get detailed feature-driven control over texture coordinates. Some
details on that are presented on: http://contourtextures.wikidot.com/

/Stefan G

from webgl-noise.

Cat4D avatar Cat4D commented on July 26, 2024

A technological demonstration that I think everyone would like to see, would include a fully GPU based noise generator for each of the following together: Terrain displacement, Terrain color texture, optional terrain bump, optional noise for grass-wave-displacement, (grass generator), and another texture layer-- possibly just an alpha, for expansion. This would help demonstrate the application of GPU functions for complex environment generation including grass and hair, simply providing the poly structure for the terrain/surface and its grass/features, coloration, etc, eliminating the need to load textures from webgl. A best visual might include the grass component of a field of brush fire.

The focal points, or fixed seed values, would help dictate a procedural characteristic bound to the resulting texture coordinate, allowing for a fixed color or seed value at a known position when using a standard object, for example a creatures' eyes or face which might desire either a set color/pattern variation or otherwise the opposite to include fixed endpoints and wide range of variation in the rest of the procedurally generated texture surface or object...

from webgl-noise.

stegu avatar stegu commented on July 26, 2024

OK, I agree that would be way cool, but we're hoping for
others to create applications with these tools. If I did it,
it would probably not be very impressive in terms of artistry.
We did the noise functions, and I think we did them well.
Their application is probably better left for others to develop.
Neither of us are experienced shader artists - we just dabble
in the art.

The seeds or focal points you speak of are something that is
more closely related to texture layer blending than noise
generation as such. Perlin noise is basically featureless and
agnostic about context, unless you play tricks with texcoord
distortion or blending. It's a simple procedural primitive that is
evaluated on a point by point basis, not at all like a simulation
where you can place various constraints for the equation solver
to take into account. (My apologies if I misunderstand you here.)

/Stefan

from webgl-noise.

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