Planetside Software Forums

General => Image Sharing => Topic started by: mogn on October 04, 2015, 09:28:53 AM

Title: testing sq
Post by: mogn on October 04, 2015, 09:28:53 AM
Testing sq noise(x,z) weighed by normal(y)
Title: Re: testing sq
Post by: archonforest on October 04, 2015, 09:40:09 AM
looks pretty cool actually.
Title: Re: testing sq
Post by: DocCharly65 on October 04, 2015, 02:26:10 PM
Interesting! Like it somehow - many ways to play with that.
Title: Re: testing sq
Post by: mogn on October 04, 2015, 05:16:20 PM
adding noise
Title: Re: testing sq
Post by: inkydigit on October 04, 2015, 06:43:37 PM
 8)
V cool mogn
:)
Title: Re: testing sq
Post by: bobbystahr on October 05, 2015, 12:22:01 AM
pretty, darn cool mogn
Title: Re: testing sq
Post by: mogn on October 05, 2015, 09:48:08 AM
Nothing new but redusing noise scales.
Title: Re: testing sq
Post by: archonforest on October 05, 2015, 09:52:00 AM
you can create a nice surface with this for a dried out lake or something.
Title: Re: testing sq
Post by: bobbystahr on October 05, 2015, 10:08:12 AM
Quote from: mogn on October 05, 2015, 09:48:08 AM
Nothing new but redusing noise scales.

Still for the Blue Node impaired it's a cool thing...
Title: Re: testing sq
Post by: mogn on October 06, 2015, 07:44:04 AM
Nearly finished.

disp = normal(x)*plane(YZ) + normal(y)*plane(XZ) + normal(z)*plane(XY)
Title: Re: testing sq
Post by: mogn on October 07, 2015, 11:35:21 AM
This of cause is not working, the disp only applies correctly to the XZ plane.
So I haveI have to apply a vdisp instead.
The render time is increased.
Title: Re: testing sq
Post by: Dune on October 08, 2015, 03:16:51 AM
Interesting experiments, mogn.
Title: Re: testing sq
Post by: Hannes on October 08, 2015, 03:23:29 AM
Weird science!! ;) ;) ;)
Title: Re: testing sq
Post by: mogn on October 08, 2015, 08:12:43 AM
Lake cubic noise