Hi Karl and Matthias,

Thanks. More noise!

And off topic a bit, a note:

I found with noise on SDS rectangles where a triangle intersection happened
that the noise material would show not only as hard edges but also with some
sort of polarity in shading. I simply redid the sds to only quadralaterals
and only as the quads set up in the initial U x V selction (like 40 x 40).
The effect then went away. So no issue.

I havent tried your new material yet but am keen to see if the above
artifacts can be overcome. But the Prize Potatoe will go to scope fading of
noise ... except I've probably missed that thread ... apart from the linear
interpolation limitation ... so maybe someone already has that potatoe.

Thanks again,

Neil Cooke


----- Original Message -----
From: "Karl" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, February 19, 2006 10:20 AM
Subject: Re: Material, seamless_circular_noise


> Hi
>
> Usually, water and "not too 3D" clouds can be used without this "time"
> parameter, and simply move the mapping primitive up or down to get good
> results. Sometimes though, especially in 3D volumes, this movement will
> become apparent and you will have to use time as the 4th parameter
> instead. However, it is only a 4th parameter, noone says it _has_ to be
> time, and thank god they didn't hardcode it ;-)
>
> I've attached an example to show the difference of a normal noise disk
> mapped, and this version to the right. I guess you can easily spot the
> problem on the left rectangle. I've added a linear object to reduce the
> 4th parameter effect, making the two materials more similar for this
> example.
>
> As you can see, the X coordinate is indeed flipped (by curve), but this
> alone produces a mirrored pattern which I don't like. So I added the use
> of a 4th parameter to break up this mirrored appearance.
>
> It's mostly useful for static noise patterns. Animating it is a bit
tricky.
>
> Hope this helps.
>
> Regards
> Karl
>
> > Hi Karl,
> >
> > where the 4th in the shader good for?
> > The 4th dimension in the noise is for additional "time"
> > input to get a time based random effect (good for water, clouds etc).
> >
> > Matthias
> >
> > ----- Original Message -----
> > From: "Karl" <[EMAIL PROTECTED]>
> > To: "reallist" <[email protected]>
> > Sent: Saturday, February 18, 2006 8:30 PM
> > Subject: Material, seamless_circular_noise
> >
> >
> >> Hi
> >>
> >> Not sure if I ever posted a similar material to the list before, but I
> >> attach it anyway :-) Ever gotten into trouble just because no matter
> >> what
> >> you do you always gets ugly seams on your noisebased materials because
> >> the
> >> material isn't parallel mapped?
> >>
> >> This example might prove helpful, although it is slightly slower than
> >> dealing with 3D noise. It utilizes the 4th dimension input in an
> >> apparently strange way; MapX is tiled, and 4th dimension uses a
> >> different
> >> tiling X to get rid of the flipping effect that was previously the only
> >> way I knew of to make spherical noise "work".
> >>
> >> Useful when you want to produce circular machined grooved from lathing
> >> or
> >> similar. Note that too dense noise densities tend to produce extreme
> >> moire
> >> patterns that can be a nightmare to get rid of. I've tried many AA
> >> approaches with limited luck.
> >>
> >> But... This should only give directions, use it for whatever you like,
> >> put
> >> it anywhere etc etc. :-)
> >>
> >> Regards
> >> Karl
> >
> >
>
> --------------------------------------------------------------------------
------
> >
> >
> > No virus found in this incoming message.
> > Checked by AVG Free Edition.
> > Version: 7.1.375 / Virus Database: 267.15.11/264 - Release Date:
> > 17.02.2006
> >
>
>

Reply via email to