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General => Terragen Discussion => Topic started by: aymenk2003 on August 24, 2009, 09:45:47 AM

Title: Ken Perlin noise ...
Post by: aymenk2003 on August 24, 2009, 09:45:47 AM
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...
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 24, 2009, 09:59:46 AM
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
Title: Re: Ken Perlin noise ...
Post by: aymenk2003 on August 24, 2009, 10:10:38 AM
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... ???
Title: Re: Ken Perlin noise ...
Post by: Mr_Lamppost on August 24, 2009, 10:32:03 AM
Quote from: aymenk2003 on August 24, 2009, 10:10:38 AM
I was forced to believe that TG2 can do more than procedural terrain...

It certainly can:

http://forums.planetside.co.uk/index.php?topic=4356.0
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 24, 2009, 01:04:01 PM
Another one: http://forums.planetside.co.uk/index.php?topic=1871.0
Title: Re: Ken Perlin noise ...
Post by: Henry Blewer on August 24, 2009, 01:19:22 PM
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!
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 24, 2009, 01:21:36 PM
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 ... ;)
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 24, 2009, 06:23:53 PM
Here is a very simple one
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 24, 2009, 06:32:03 PM
A combination of the 2 before
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 24, 2009, 06:42:33 PM
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
Title: Re: Ken Perlin noise ...
Post by: aymenk2003 on August 24, 2009, 06:54:55 PM
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...
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 24, 2009, 06:58:14 PM
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
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 24, 2009, 07:14:27 PM
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
Title: Re: Ken Perlin noise ...
Post by: aymenk2003 on August 24, 2009, 07:49:05 PM
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...
Title: Re: Ken Perlin noise ...
Post by: Mr_Lamppost on August 24, 2009, 09:28:57 PM
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.
Title: Re: Ken Perlin noise ...
Post by: aymenk2003 on August 24, 2009, 10:00:51 PM
thanks M_L...

I've to try all these function may be I'll got something new...

NKAID...
Title: Re: Ken Perlin noise ...
Post by: Mr_Lamppost on August 24, 2009, 10:37:51 PM
You can get the .tgd for Ridged Rubber World here:

http://www.terragen.org/index.php?action=tpmod;dl=item431
Title: Re: Ken Perlin noise ...
Post by: aymenk2003 on August 25, 2009, 12:01:47 AM
I got it thank a lot....

NKAID...
Title: Re: Ken Perlin noise ...
Post by: mogn on August 25, 2009, 12:31:59 AM
Quote from: aymenk2003 on August 24, 2009, 07:49:05 PM
Q: what the 'complement scalar' does ?

NKAID...

'complement scalar'(x) = 1-x

'negate scalar'( 'complement scalar' ) = x - 1
'complement scalar'('negate scalar'(x)) = x+1
'abs scalar'(x) + x = if (x<0) then 0 else 2x (I have a phobia against conditional nodes)

'dot product'([x,y,z], 1) = x + y + z

and due to my phobia:

'subtract scalar'( 'add scalar(x, z) , 'difference_scalar'(x, z)' ) = 2*min(x,z)

Useful if you use the vector version of the above node functions.

Also remember that you can mix vector functions and colour functions witout any trouble.
Title: Re: Ken Perlin noise ...
Post by: aymenk2003 on August 25, 2009, 10:54:29 AM
thank you you are a must ...
except that ['dot product'([x,y,z], 1) = x + y + z] ; that don't sounds well  ???

Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 25, 2009, 11:43:52 AM
Has anybody an idea how to convert the pure displacment information of a heightfield or a fractal terrain into scalars?

That would help me a lot ;)

Volker
Title: Re: Ken Perlin noise ...
Post by: FrankB on August 25, 2009, 12:00:37 PM
Only way I can think of at the moment is to go through "altitude in texture", Volker. have you tried that?

Frank
Title: Re: Ken Perlin noise ...
Post by: cyphyr on August 25, 2009, 12:20:54 PM
Convert > Y to Scalar ?
Maybe?
Richard
Title: Re: Ken Perlin noise ...
Post by: mogn on August 25, 2009, 11:48:09 PM
Quote from: aymenk2003 on August 25, 2009, 10:54:29 AM
thank you you are a must ...
except that ['dot product'([x,y,z], 1) = x + y + z] ; that don't sounds well  ???



[x,y,z] means a vector (or colour) input to the 'dot product' node. Because the 'dot product' node uses to vector inputs,
the scalar 1, is expanded to the vector [1, 1, 1].

The dot product of two vectors [a, b, c] and [A, B, C] is calculated as: [a, b, c].[A, B, C] = a*A + b*B + c*C
Title: Re: Ken Perlin noise ...
Post by: aymenk2003 on August 26, 2009, 10:29:47 AM
 ;) thank a lot ...
Title: Re: Ken Perlin noise ...
Post by: Volker Harun on August 26, 2009, 05:16:21 PM
This is just a teaser, because I have not seen any new function-images yet  ;D ;D ;D

Volker
Title: Re: Ken Perlin noise ...
Post by: cyphyr on August 26, 2009, 05:38:01 PM
wood grain ! cool :)
Richard
Title: Re: Ken Perlin noise ...
Post by: Henry Blewer on August 26, 2009, 06:03:35 PM
The wood grain is great. I've been really enjoying your function experiments. I can see a huge group of these available as presets in a future software version. Perhaps under a tab of their own.
Title: Re: Ken Perlin noise ...
Post by: aymenk2003 on August 26, 2009, 09:19:49 PM
that's really  wonderful ... then we can do everything with functions...
back to our old math books and review the artistic function ...
you are great Volker ...

NKAID ...