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       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 it’s 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,
        I’ve definitely been guilty of assuming “it looks good enough”
        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...
       
       
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