Quote from: Matt on July 27, 2019, 12:41:38 AM
That's not how this works. That's not how any of this works. (Sorry, I couldn't resist.)
When the render is multi-threaded, it's calculating different parts of the scene in parallel.
Lol So how does it work?
It seems you're just stating the whole formula is calculated per bucket, on each thread, which is still single threaded for that bucket (inherently by design)?
I'm trying to find the website I read this on, but I read of a true multi-threaded voronoi implementation, and to be truly multithreaded the pathing formula is divided per thread and combined. This maximizes the computation across all threads to achieve the paths much quicker.
Maybe this isn't possible in TG but think of it like other 64bit software vs 32bit when TG is rendering. If you open something else like 32bit photoshop, it's pretty slow. But if you run 64bit photoshop while rendering, it scales rather nicely being able to toss itself around on all cores just like TG. With 32bit it's only chugging on my first core, and struggles with priority (like a calculation of that voronoi on that thread while doing everything else too)
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.
I'd rather see it done than trying to say it can. I have yet to see what Manhattan angles achieve in other software, which also have euclidean and specifically not used...
It's also cool that I've seen some clamped mixed Manhattan voronoi used to do all sorts of stuff from cities to Death Stars. It'd be super cool in TG.