On Wed, 15 Nov 2006 11:52:31 -0500 <[EMAIL PROTECTED]> wrote: > > ... In a gig you probably want the numbers constrained > > in spacetime in a reasonable way so that the audience don't have to wait > > millions of years for it to come back to a useful range.
> > Probably...the thing about Perlin noise (as I understand it now) is that it > is predetermined, backwards from the idea of a random walk: you input two or > three numbers and get as output a random number that is always the same for > the same input, always similar for a nearby input, and uncorrelated for > distant inputs. So it's like a surface that you can do a random, or any other > kind of walk on. It's usually used in computer graphics to make terrain and > texture. In 3D it can make 3D textures like marble or bread. > > I suppose a pd 3D perlin object would have three inlets (plus messages to > set parameters) and one outlet, and the random values would need to be > calculated once and for all at init, or whenever the parameters change, > so it would be a memory hog. > > Martin I knew I'd seen it in applications context before, thanks for that. Here's what looks like a pleasant overview http://freespace.virgin.net/hugo.elias/models/m_perlin.htm Andy _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
