I found the Unified noise slower than the other noises. No ? 2017-04-27 11:42 GMT+02:00 Andy Nicholas <a...@andynicholas.com>:
> The `Unified Noise VOP`, which is a fairly useful node that outputs all > the noise values in the [0, 1] range, takes pretty much all of its logic > from the `pyro_noise.h` include file. Which means that you can easily have > access to the same functionalities in VEX, like so: > > #include <pyro_noise.h> > v@perlin = vnwrap_perlin3(v@P, 0, 0); > f@pflow = fnwrap_pflow1(v@P, {1, 2, 3}, 0); > > > > Aah, thanks for that Chris. Didn't realise you could access the noise > functions like that. Good to know :) > > Also, it's interesting to see how they managed to unify the noise values > in `pyro_noise.h`: they basically ran a lot of samples and picked the > min/max values of each noise to approximate their range. Statistics for the > win! :) > > > Yep, that's what I've been doing. I'm concentrating on FBM modes of > evaluating the basic noise functions (noise(), xnoise(), snoise(), > onoise(), anoise) as that's what I tend to use the most. Unified Noise is > okay, but I still find problems with shifting offsets in the noise. > > For example, make a grid with 150 divisions, create a Unified Noise in a > Point VOP and set it to use Signature:->"3D Input, 3D noise", Noise > Type->"Perlin", Fractal Type "Standard (fBm)" add the vector output to the > point position and then try playing around with the Max Octaves, > Lacunarity, and Roughness. You'll see that you get a global uniform "DC" > offset along the each axis. That's not cool! If I'm using that as a noise > force, then it has just pushed all my particles in the (1,1,1) direction. > You'll also find that switching between noise types noticably changes the > amplitude range. Again, not great if I'm doing lookdev and I just want to > try a different noise type without changing the general magnitude force > amount. > > In addition to sampling the noise values, I'm doing some curve fitting to > that data in Python's scipy which smooths out some of the statistical > glitches with the sampling. It's giving some good results that don't > exhibit the DC offset that I mentioned above. All this should let me create > a replacement for the Anti-Aliased Noise VOP. I'm not dealing with the > anti-aliasing aspect yet though, so it won't be as good for shaders, but > the offset isn't quite so important in that context as it is for using it > for forces. > > Still need to do some testing and then package them up into VOPs, but once > they're ready I'll release them in siLib for everyone to try. > > A > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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