Discontinuities in simplex noise

well when the web technologies supports it then yes, yes it will be awesome!

Yeah, starting to realize I need to shift strategies. Pondering some new ideas. Ken and Stefan got me thinking differently. Thin instances are looking really useful as a volume primitive.

@Pryme8 would it make sense to expose the gradient on simplex noise block? According to Stefan, there is a performance argument for doing so.

https://weber.itn.liu.se/~stegu76/TNM084-2019/shadron/sdnoise3.glsl
(see end of file)

other reference links

and current state of my demo, which is still distorted at the poles, think I’m screwing up by not transforming gradient into tangent space?

Not sure how to do this, how do I create a tangent space transform node? @Deltakosh any ideas?

https://nodematerial-editor.babylonjs.com/#ND6Z9D#6

https://nme.babylonjs.com/#JNQ200#34

Is this what you are trying to do?

Yes! That’s it! But I don’t entirely understand how it works. How do I learn more?

I see there are multiple octaves of noise, but not sure I understand the rest. Also, how do I antialias frequencies based on camera distance? Think I see Nyquist frequency based artifacts when zooming out?

possibly a uniform that is tied to camera distance to mesh that changes the frequency?

that might work. is there a way to import an “instanced mesh” into NME?

You can load a custom scene in the NME, so you can create in the Playground a scene with instances and save it as a .babylon scene that you can reload in the NME.

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