_______ __ _______ | | |.---.-..----.| |--..-----..----. | | |.-----..--.--.--..-----. | || _ || __|| < | -__|| _| | || -__|| | | ||__ --| |___|___||___._||____||__|__||_____||__| |__|____||_____||________||_____| on Gopher (inofficial) URI Visit Hacker News on the Web COMMENT PAGE FOR: URI Sharing everything I could understand about gradient noise purplesyringa wrote 2 hours 51 min ago: The illustrations were cool. They could've been just prerecorded animations, but I really appreciate making them endless. Quite mesmerizing and motivates reading. ux wrote 1 hour 40 min ago: Hehe, thanks. The thing is, it could hardly have been prerecorded animations :D I don't know if you tried before, but compressing noise is particularly hard, so 16 videos would have been quite too much of bandwidth. The total size of the shaders is something around 70kB (not minimized) for endless lossless videos, and since I had to write them anyway if I were doing records of them, it was really a no-brainer to embed them to be honest. nxpnsv wrote 11 hours 9 min ago: Pretty and informative! dib258 wrote 11 hours 16 min ago: Thank you for explaining this better! This is still a bit complicated on the Math side but itâs well illustrated to see the result. nigels-com wrote 17 hours 21 min ago: One thing I've been meaning to look into - how to adapt 3D perlin noise to produce gaussian noise - given a specified (scalar) mean and standard deviation. ahmetrcagil wrote 8 hours 50 min ago: Why not generate gaussian noise from scratch? By definition it should be indistinguishable. Dusksky wrote 17 hours 32 min ago: What an impressive and thorough deep dive. I remember first learning about gradient noise through shader examples online, but never realized how much complexity lies beneath the surface. In my own projects, Iâve definitely been guilty of assuming âit looks good enoughâ without considering all the finer mathematical details. Seeing how derivatives and numerical stability play such a key role really gives me a new appreciation for how much work goes into getting these effects to look smooth and natural. Have any of you ever gotten lost tweaking fade functions to get that perfect wave-like look? ux wrote 2 hours 57 min ago: > What an impressive and thorough deep dive. Thanks! > Have any of you ever gotten lost tweaking fade functions to get that perfect wave-like look? You cannot use anything for the fade function, because you likely want the derivative (and potentially the second derivative) to be 0. See [1] for making different ones. I personally never tried anything else than the hermite and the quintic. URI [1]: https://gist.github.com/KdotJPG/417d62708c76d53972f006cb906f... DIR <- back to front page