Quote from: Oshyan on December 10, 2015, 03:53:20 PM
Quote from: WASasquatch on December 10, 2015, 03:48:16 PM
From my understanding, a Power Fractal Shader, while it can use a voronoi setup, it's again, just the base altitutde/shape, while the PF noise creates the actual detail, which is not vector based.
Whatnow?
- Oshyan
Switch to Voronoi, anything (billows, ridges). Remove all detail. Observe form. Add detail. Observe Power Fractal Noise make up detail on it's surface,
following the voronoi settings. If the noise was vector based then that means we already have a blur function cause that's some soft noise that isn't vector.
Or, remove all displacement and observe the
Perlin noise.
Here is a Diff Scalar being blurred. Radial of course but yeah. Needs a lot closer steps too, and more iterations. And need to figure out how to position each step correctly. I probably shouldn't merge with original via merge shader so it doesn't show through.
Now if I scale up, and scale back, while trying to maintain position, and then translate away from the radial center (where things are pinches) we can see there is a very noticeable blur on one plain. Now just to get it on all plains.
Even further iterations.
Creases are still present, as it's really hard to position correctly, and also scale the iterations thousands of times right next to another crease. That would need to be done by a script, which I am planning on writing in PHP.