Ken Perlin noise ...

Started by aymenk2003, August 24, 2009, 09:45:47 AM

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aymenk2003

I was confused where to put that in file sharing or in Terragen 2 Discussion section ..? I choose the Terragen 2 Discussion to enlarge the subject area to other function and how to use function as a bumping (displacement) to the terrain...
Before I begin all my thanks to Volker ... do I EXPLAIN WHY ? ... ;D
when I google  'Perlin noise' I end up with this "Figure_01.jpg" at http://www.noisemachine.com/talk1/9.html
I have tried to translate it to terragen and I've got this render "FPreview_v2.jpg"...

Now my Request is :is there anybody (Math_man) who own a certain artistic functions (simple ) that we can implement into terragen ?

NKAID...
Le peu que je sais, c'est à mon ignorance que je le dois.

Volker Harun

Hi,

very interesting stuff and good execution (on first glance), but ...

... the result shown in Ken Parlin is not easy to achieve, as the woven material is 3D.

All the functions I have used yet in TG2 have a 2-dimensional result, which displaces the terrain.

Well, I never used a function that had a 'compute normal' inside ... and besides of this I'd like to be prooven wrong.
Just because, I would like to see something like this being possible.

Something that really confuses me is the presence of my name.
I just learned by Efflux, and I bet, that Nikita can even better. Not to mention j.meyer, old_blaggard and others who always contributed to the function threads ,-)

So ... let us start ... (while I am off for a few hours)

Volker

aymenk2003

#2
May be It's a coincidence but all I've read In this forum which is related with function was from you don't forget that I'm new to this forum and to TG2 too ...
and if I've forced myself to do this translation to TG2 because I've seen many images using function from you in the latest topic (Post) ...thus I was forced to believe that TG2 can do more than procedural terrain...

NKAID...

*EDIT :
QuotePersonal Message (Online)
   
   
Re: Ken Perlin noise ...
« Reply #1 on: Today at 01:59:46 PM »
   Reply with quoteQuote
....
Well, I never used a function that had a 'compute normal' inside ... and besides of this I'd like to be prooven wrong.
Just because, I would like to see something like this being possible.
there no compute normal in my function... ???
Le peu que je sais, c'est à mon ignorance que je le dois.

Mr_Lamppost

Smoke me a kipper I'll be back for breakfast.

Volker Harun


Henry Blewer

This thread is great, links, and the foam mattress like terrain. The more you guys share these node images and clips, the more I learn. Thanks!
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Volker Harun

Quote from: aymenk2003 on August 24, 2009, 10:10:38 AM
there no compute normal in my function... ???

I know, but maybe it should be used for the goal ... ;)

Volker Harun

#7
Here is a very simple one

Volker Harun

A combination of the 2 before

Volker Harun

And another two ... just by playing around ...

By the way, the constant scalar is not == 3, it was changed to 7 .... higher values will look more interesting!

;)  Volker

aymenk2003

#10
thanks Volker that what I was looking for...
Some Artistic Function...
btw you have done that by just playing on the node or they are a special math function ? if so then please let me now those math functions...
I m a Delphi developer and I ve played with the fractal using pascal but there is always a function to begin with or an Algorithm ...



NAKID...
Le peu que je sais, c'est à mon ignorance que je le dois.

Volker Harun

I started to rebuild your node-network and got  8) lazy ;D ;D

That is all ... just playing around.

By the way, high numbers on the constant scalar give the optic idea of a grid, just like the water-system of SimCity 3  :D :D :D

Volker Harun

Attached a simple render, just added some reflectivity to the shader.

Be aware that the above node systems only produce planar layers. We do not have Y ...

public void VH_goes_to_Bed ()
{
 while (VH_is_sleeping)
 {
   do_it_yourself();
 }
}

Bye

aymenk2003

#13
Quotepublic void VH_goes_to_Bed ()
{
 while (VH_is_sleeping)
 {
   do_it_yourself();
 }
}
while VH_sleeping do
begin
 make_a_ try;
 render;
 try_again;
end;
 hahahaha... ;D ;D ;D ;D

thanks Volker I'm learning more from all of the staff of this forum...
Q: what the 'complement scalar' does ?

NKAID...
Le peu que je sais, c'est à mon ignorance que je le dois.

Mr_Lamppost

Here's another old one:

http://forums.planetside.co.uk/index.php?topic=4524.0

The ripples on the water are in the Water Library in the file sharing section.
Smoke me a kipper I'll be back for breakfast.