Ok, I thought it could be quite cool to set up a thread dedicated on getting different patterns of noise that we can all use in our projects. The idea is that it can be any type of node network you like, but the point is to demonstrate what shapes you can produce procedurally that maybe of use for other users to learn or get ideas from.
Please submit a .tgc and screen grab of the pattern, with a brief description, and allow people to ask questions and answer on how your thought process worked out what you submit, so that others may understand and preferably expand on.
Ok, here's one to start things off.
Dry stone wall.
What's happening here, is that anything that protrudes further than the last, is used, anything below is ignored. I've set up the vector constant "1_1_3" as the 3 dimensional scaler. ie, things are getting stretched in the z axis by 3 times. If you want to apply this to a wall, you would change the vector constant to 3,1,3 for example, so that the noise is flatter through Y.
Of course this is a little exagerated in scale. But by changing the constant vector's values, you change the noise scale. Have a play, it's quite powerfull to muck around with.
Hey Jon,
good title for this thread.
First the basic to use a function ... it needs an input. Mostly it is done with one of the 'Get position'-nodes ... which one actually the best is, might evolve later in this thread.
So, what does the Get Position generally do? Think of your render screen to be a window into another dimension ... a window, that shows your scene. Now TG2 is going to render the scene ... it takes in simple terms ... one pixel of your screen and pokes a needle through this window.
TG2 remembers if it touches some atmospheres and objects until it finally touches the ground ... the position, it got the 'Get position'.
So why there are more than one position ... ???
I guess, because there are a few steps to get a position at all:
1. The part before a 'Compute terrain' node
2. The part after the 'Compute terrain' node
3. The part before the 'Planet' node
Steps 1 and 2 can be cascaded and used quite often in a complex scene ...
So long, Volker
Quote from: Hetzen on September 25, 2010, 08:58:44 PM
Ok, here's one to start things off.
Dry stone wall.
This is really nice ... and I must tell, I really like the use of the conditional scalar ... very elegant!
Thank you. I know a few don't like this node, but to be honest it makes my logic a little more simpler to myself. So if anyone has any better ideas, please chime in.
I'd like to add also, that the Colour Adjust at the end, flattens off the white. You may want to add a PF to get variation in height from the flattness, or take the white level up a few notches to get more diamond shapes in it's extrusion. But the initial idea was to try and create rock layers. I think this is quite a good starting point.
Quote from: Hetzen on September 25, 2010, 09:20:48 PM
... the initial idea was to try and create rock layers. I think this is quite a good starting point.
Though I have not tried it, it should work ... Everything else is adding details with the surface shaders.
Here is a solution to break up the simple Perlin function with a PF.
The Lead-in scale of the PF defines how much noise is added at all. The lower the value, the more of the original Perlin will show up.
The High-Colour should be around the scale of the Perlin itself. Play with the Contrast and Roughness to get more or less noise into those patterns.
In the screenshot you see two outputs ... the smooth-step scalar (hugggzzzz DandelO) could be a very good base for an overcast sky ... just adjust the scales ...
The transform scalar is a beauty imho ...lots of contrasts and details .... I will feed you later with one or two examples with this one ...
Cheers,
Volker
P.S.: The Transform should only work with the 'Get position in texture' so you might want to rewrite your old functions ... and this might be the 'Get position'-node that fits right into the space before the 'Planet'-node.
Volker, my Tesco Lager export is catching up with me at 3am, I guess it's 4am your side. But as I understand your nodes, your PF at the top fed into the Scaler to Vector is acting as a Redirect Shader when applied to the Add Vector. That's quite outstanding. The smooth step is flattening the peaks of your noise, the Transform offset by 10m through the Difference, is creating the cracks.
Interesting. Nice stuff. I'm going to play with this tomorrow.
Functional drinking, I like it! Tis vodka at this end! I'll drive the computer home tomorrow!
I do believe I've found the best repetative functional noise, ever, btw. If I posted the .tgd I'd get a lot of unhappy chap's responses I fear, maybe even banned from the club! Maybe on April the 1st I will... :D
Yep, it is 4 am over here and 30 min ... but my wife is on a trip and my boys sleep at another place.
The addition of the PF is a simple Redirect. Yes.
I like this way more, as it is very difficult to address this one already. A Redirect shader with its three inputs is really a tough girl ... if you do not feed her with care, she might be very upset, you know ;) ;D :D
I will be very busy on another project, but will join in here till and then ... having two or three things in mind ;)
Quote from: dandelO on September 25, 2010, 10:36:43 PM
Functional drinking, I like it! Tis vodka at this end! I'll drive the computer home tomorrow!
LOL ... by the way ... Vodka has been my nickname for about 24 years ... mainly because those (lovely) Aussies were not able to pronounce my name correctly :D ;D ;)
Okay, here is a more complex pattern.
I like the displacement caused by the Difference scalar on the floor.
The pattern on the (undisplaced) sphere is not my taste, but might be useful on the one or other occasion ... it is driven by the smooth step scalar.
Cheers,
Volker
freaking functions !!!
goddamnit can't get it working in my brain !!!
nice to see you full back on TG2 Volker ;)
j'aime pas quand il y a beaucoup de node je me perd. ^^
I like(love) not when there are many of node I loses me. ^^
Spectating with glaikit look on phizog ;D
John
Quote from: schmeerlap on September 26, 2010, 10:45:28 AM
Spectating with glaikit look on phizog ;D
Which translator did you use??? :D ;D
My one, wahey! :D
I'm really looking forward to your wave displacement functions, Hetzen...
Attached is a more advanced version of the soft Perlin noise.
Thematically it is bound to this post of Dune: http://forums.planetside.co.uk/index.php?topic=10810.msg111374#msg111374
Cheers,
Volker
Ah! So this would perhaps be perfect to use as 'global variation node set' for pops. Looks nice and PF like, especially if its appearance can be 'seeded'. Thanks Volker. I'll check it out.
Volker - Nice fractal.Somehow it made me think of that one
http://forums.planetside.co.uk/index.php?topic=1822.msg17979#msg17979
Have you ever dissected that btw? Was too much for me.
Quote from: j meyer on September 28, 2010, 11:06:07 AM
Have you ever dissected that btw?
They are totally different ... but thanks for showing me this river mask, I really forgot that it is existing.
It is a clever setup, but what I like most is his/her shading technique :)
Maybe later this day, I am going for a reduced setup, which might be more understandable ,-)
It was definitely not my intention to accuse you of anything.
Your fractal just made me think like:hey wasn't there someone who made
a whole scene with blue nodes?
I still have the file in my TG folder (under functional madness), but never had
the nerve to analyze it as of yet.
Looking forward to your next file.
Cheerio,J.
Quote from: j meyer on September 28, 2010, 01:05:19 PM
It was definitely not my intention to accuse you of anything.
Sorry that I sounded like that ... I was just in a hurry, my wife is on holidays and I have to keep all available eyes after my sons and the dog ,-)
Now they are in bed and I have time to relax :) By the way, I have the scene rendering right now ... the original ... to see if an easier setup is really helping to reduce rendertime ... it is almost finished now after 90 minutes (which is longer than expected ...)
If few minutes later ... it is not to simplify that much ... I must admit it is a very clever piece of work.
I am thinking of another kind of setup, which might be faster ... and different.
The only sad thing about this function is its slowness ... else it is a burner ... where is this guy!?!?! ;) :D
For now just two teasers ...
Tiled Perlin-noise and tiled Voronoi-noise ... I introduced this technique a while ago (Link (http://forums.planetside.co.uk/index.php?topic=813.msg81186#msg81186)) ... but this is a bit better, I think.
which one is more relevant to be used for a render? ... Neither? I guess so ...
That first could pass as stitching or sack cloth. Some of these textures you come up with could be very usefull on insect model close ups.
Metal ; especially the first one.
Another teaser ...
It is the function from the second picture above ... with a little add-on ... I will not upload that one, as it might be too confusing.
Attached but is the TGC from the first image. It has two triggers: The Tile Scale and the Threshold.
I think these two will be enough to destroy the function ;) ;D
While having some ideas about this setup, I might post another screen from a node network.
Cheers, Volker
very interesting as always Volker....great patterns, will take a peak later!
Cool patterns.
Got to look at that later to day.
Since Volker started out with the repetitive patterns i thought these
are going to fit here also.
[attachimg=#]
and the colored version
[attachimg=#]
print that out, really large and sell it as 70´s wallhangings/wallpaper
Cool, J Meyer. I made something similar but with displacements as well: https://sites.google.com/site/d4nd310/fractalo.jpg
And animations of the same with opposing warps; http://vimeo.com/13430115
Yeah,the seventies...sigh...those were the days..........
Martin - i do remember,trippy stuff.Most likely i was just too lazy to
comment back then.
Volker - i like the use of the transform shader,seems to have some possibilities.
And i liked it's use in your city set up aswell and the way you made use
of the blending and break up inputs of the surface layer there.Clever!
Quote from: j meyer on September 30, 2010, 10:20:31 AM
Volker - i like the use of the transform shader,seems to have some possibilities.
And i liked it's use in your city set up aswell and the way you made use
of the blending and break up inputs of the surface layer there.Clever!
Thanks :)
The Transform shader only works with PFs and the Get position in texture ... but it is very handy to use the same function several times with different scales.
I like this tapestry stuff :) I wished, my brain would be sorted like this ;) ...
What about something like Sine-City ... this famous Mojo-Render????
Here is an old Thread (http://forums.planetside.co.uk/index.php?topic=7337.0) with Patterns ... combining these patterns with fractal noise should be very funny :)
And here is a basic image of the SinCity-setup:
(http://forums.planetside.co.uk/index.php?action=dlattach;topic=7275.0;attach=19284;image) (http://forums.planetside.co.uk/index.php?topic=7275.msg80497#msg80497)
Interesting or Attic?
Volker - actually your brain must be sorted like this,at least somehow,
because i developed the above from your julia file. ;D
Sine-City,why not,what exactly do you have in mind?
Personally i'd like to combine such patterns with the kind of
symmetrical stuff i did last year
http://forums.planetside.co.uk/index.php?topic=6023.0
for example.Had some chocolate stuff too,but can't remember
that threads name at the moment,was from red nodes only,like
the other one.Wanted to explore the reds some more at that
time,just to show that you don't need the blue ones to do such
things.
Quote from: j meyer on September 30, 2010, 12:31:30 PM
Sine-City,why not,what exactly do you have in mind?
I was wrong, not the fantastic SinCity by Alex Niko ... I meant the SineWarrior Planet in MojoWorld
Quote from: j meyer on September 30, 2010, 12:31:30 PM
Personally i'd like to combine such patterns with the kind of
symmetrical stuff i did last year
http://forums.planetside.co.uk/index.php?topic=6023.0
for example.
This is really good stuff and has lots of potential! I have missed a lot these months.
Thankies.
I'm not familiar with Mojoworld generally and Sine Warrior Planet particularly,sorry.
Maybe someone could use this half-arsed maze noise. It's not scientific, just breaks up lines according to a voronoi noise but, makes a decent enough rough mask for a hedge-maze, or something. I wouldn't use it for displacement, it's pretty rough. :D
Used on a 100m population of TG grass clumps here;
[attachimg=#]
[attachimg=#]
Now, someone make an accurate version... ;)
Nice noise.
Electronic landscapes maybe?
I always thought the planet Aurora would have a landscape like this. (Issac Asimov, Lije Bailey series...) Robots tended all the farms and estates. I always thought the landscapes would be rather geometric.
Nice one Martin. I like this one a lot.
Wow thats prety cool dandelO. :o
Here is the scene file for this (click it):
(http://forums.planetside.co.uk/index.php?action=dlattach;topic=11600.0;attach=28705;image) (http://forums.planetside.co.uk/index.php?topic=11600.0)
It uses one function for tiled Perlins which is used in different transformations.
Regards,
Volker
thanks Volker...this looks really interesting!