I'd like to create soft warps, but no matter the settings of my Perlin noise (or other flavors) it's not consistently soft or uniform. Despite even uniform PF scales settings 1,1,1 and 0 roughness, the warped PF circles/waves will have hard angles/turns. If this just a limitation of the warp algorithm? From discussion with some people we seem to agree it needs work as well as new types (pinching/pushing warp shaders without a giant function tree if you know how...
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Right now I am warping by a redirect on X for waves, but similar to a river warp sometimes there will be angles rather than smooth rounded turns.