Planetside Software Forums

General => File Sharing => Topic started by: mogn on June 14, 2015, 07:07:48 am

Title: Perlin groves
Post by: mogn on June 14, 2015, 07:07:48 am
The Black lines (the grooves) is a 20 m wide symmetric groove with the depth between 0 and 1
With zero slopes in the endpoints.
Title: Re: Perlin groves
Post by: Dune on June 14, 2015, 08:25:05 am
Always interesting. Thanks Mogn.
Title: Re: Perlin groves
Post by: fleetwood on June 14, 2015, 10:45:16 am
Thanks  :D




----- grooves flipped to rails for test
Title: Re: Perlin groves
Post by: bobbystahr on June 14, 2015, 12:11:03 pm
something to study, thanks.
Title: Re: Perlin groves
Post by: mhaze on June 15, 2015, 03:44:56 am
Fascinating stuff :)
Title: Re: Perlin groves
Post by: mogn on June 15, 2015, 04:17:15 am
Quote from: fleetwood on June 14, 2015, 10:45:16 am
Thanks  :D




----- grooves flipped to rails for test

nice :) :) :)
Title: Re: Perlin groves
Post by: bobbystahr on June 15, 2015, 11:58:58 am
Quote from: mogn on June 15, 2015, 04:17:15 am
Quote from: fleetwood on June 14, 2015, 10:45:16 am
Thanks  :D




----- grooves flipped to rails for test

nice :) :) :)


agree...good experiment.
Title: Re: Perlin groves
Post by: Clay on June 17, 2015, 04:36:49 pm
Pretty trippy!
Title: Re: Perlin groves
Post by: WAS on June 25, 2015, 11:44:41 pm
This is pretty cool! I'm wondering if you can to the same thing using the Contour Shader set with some black and white to act as a map and mask.
Title: Re: Perlin groves
Post by: mogn on July 05, 2015, 06:24:41 am
Another (simpler, faster) implemention.
Multiply the output of the noise function (in this case multiply by 5 )
Subtract the floor (-5, -4,...,0, 1,2,3,4)
This creates 10 ranges 0..1
create a groove in the lower range and a constant 1 in the upper range.
A groove is created by step(1-step) squared and negated  in this case smooth step 0..0.5 is used