Square Voronoi?

Started by René, July 18, 2019, 12:15:55 pm

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René

Quote from: Dune on July 27, 2019, 12:59:35 am
Maybe a combination of masked strata and this noise can pull certain blocks straight up from a slope. Though most blocks of rock may be sloped too, like here. And this can be done with smooth voronoi combinations.

Wouldn't it be possible to invert the angle of inclination of the terrain, and subtract or multiply it by the displacement of the voronoi?

Dune

Maybe you can use a rotate vector, but I think it'll be rotated from 000, so not locally.

D.A. Bentley

Do we have this kind of noise in Terragen?  Looks similar to Voronoi.
https://en.wikipedia.org/wiki/Worley_noise

WAS

July 30, 2019, 12:17:40 pm #63 Last Edit: July 30, 2019, 12:25:54 pm by WASasquatch
Quote from: D.A. Bentley on July 29, 2019, 05:51:23 pm
Do we have this kind of noise in Terragen?  Looks similar to Voronoi.
https://en.wikipedia.org/wiki/Worley_noise


Ive come close with complemented voronoi that had been merged with itself after rotating. Just not as square mostly since mixing totally will just be broken up.
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René

July 31, 2019, 01:53:41 pm #64 Last Edit: July 31, 2019, 01:57:05 pm by René
I ran some tests on a Voronoi Manhattan image. I first enlarged it and added box blur in Photoshop to remove the pixelation. Next with curves again added some angularity. I did not bother to remove the seams from the repetition of the image. It's not perfect by a long shot, but I could quickly establish a rocky texture. I've mixed the texture in a variety of sizes.

Hetzen

That's looking really good. 8)

Simple matter of getting a repeating edge to get the seams softened.

WAS

July 31, 2019, 07:11:00 pm #66 Last Edit: July 31, 2019, 07:16:31 pm by WASasquatch
Quote from: Hetzen on July 31, 2019, 04:11:01 pm
That's looking really good. 8)

Simple matter of getting a repeating edge to get the seams softened.


Yeah I've tried a few tiled/repeating generators and they don't really work well with Manhattan due to the angular shapes. The final map would need editing which might introduce blurring and odd shapes.

Quote from: René on July 31, 2019, 01:53:41 pm
I ran some tests on a Voronoi Manhattan image. I first enlarged it and added box blur in Photoshop to remove the pixelation. Next with curves again added some angularity. I did not bother to remove the seams from the repetition of the image. It's not perfect by a long shot, but I could quickly establish a rocky texture. I've mixed the texture in a variety of sizes.


How did you export your manhattan?
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Dune

August 01, 2019, 02:32:13 am #67 Last Edit: August 01, 2019, 02:39:10 am by Dune
Here's something that you'd like to check out: http://alexbeutel.com/webgl/voronoi.html Would be handy if there's an offline generator...

And here: https://demonstrations.wolfram.com/VoronoiDiagramsInTwoDimensionalRegions/

I've regularly used simple patterns to shape rocks. If you mix a few, repetition can be quite avoided. And it works faster than procedural.

archonforest

Quote from: René on July 31, 2019, 01:53:41 pm
I ran some tests on a Voronoi Manhattan image. I first enlarged it and added box blur in Photoshop to remove the pixelation. Next with curves again added some angularity. I did not bother to remove the seams from the repetition of the image. It's not perfect by a long shot, but I could quickly establish a rocky texture. I've mixed the texture in a variety of sizes.


Would you mind to share a file so I can see how you displace something like this from a single jpg picture?
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mhaze

I think I prefer a squared worley noise to Manhattan - See illustration. OR a mix of both!
and
https://thebookofshaders.com

mhaze

Also I like to see ways of flaking away rocks - which is more natural.

René

Quote from: archonforest on August 01, 2019, 02:49:26 am
Quote from: René on July 31, 2019, 01:53:41 pm
I ran some tests on a Voronoi Manhattan image. I first enlarged it and added box blur in Photoshop to remove the pixelation. Next with curves again added some angularity. I did not bother to remove the seams from the repetition of the image. It's not perfect by a long shot, but I could quickly establish a rocky texture. I've mixed the texture in a variety of sizes.


Would you mind to share a file so I can see how you displace something like this from a single jpg picture?

Here you go! You can use either of the two images I posted before.

René

August 01, 2019, 07:24:24 am #72 Last Edit: August 01, 2019, 07:26:19 am by René
Quote from: mhaze on August 01, 2019, 04:54:29 am
I think I prefer a squared worley noise to Manhattan - See illustration. OR a mix of both!
and
https://thebookofshaders.com

This looks like what voronoi billows is already doing in Terragen. It's a matter of mixing and merging.

archonforest

Quote from: René on August 01, 2019, 07:08:41 am
Quote from: archonforest on August 01, 2019, 02:49:26 am
Quote from: René on July 31, 2019, 01:53:41 pm
I ran some tests on a Voronoi Manhattan image. I first enlarged it and added box blur in Photoshop to remove the pixelation. Next with curves again added some angularity. I did not bother to remove the seams from the repetition of the image. It's not perfect by a long shot, but I could quickly establish a rocky texture. I've mixed the texture in a variety of sizes.


Would you mind to share a file so I can see how you displace something like this from a single jpg picture?

Here you go! You can use either of the two images I posted before.


Lovely! Thank you.
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram
Amiga 1200 8Mb ram, 8Gb ssd

René

Quote from: Dune on August 01, 2019, 02:32:13 am
Here's something that you'd like to check out: http://alexbeutel.com/webgl/voronoi.html Would be handy if there's an offline generator...

And here: https://demonstrations.wolfram.com/VoronoiDiagramsInTwoDimensionalRegions/

I've regularly used simple patterns to shape rocks. If you mix a few, repetition can be quite avoided. And it works faster than procedural.


Out of necessity  :-[ I started making imagemaps in Photoshop lately. And although that can produce good results, especially when mixed with procedural textures, I find it difficult to predict what it will look like in Terragen. Often very light gray tones that are barely visible have a big influence, and constantly going back and forth between Photoshop and Terragen is very time consuming. I see it as an emergency solution, and it's a lot of hassle. Procedural textures are the power of Terragen, and having Manhattan noise would open up a world of new possibilities, and would certainly make life easier.  :)