Here is a simple nme example of what I am doing - what am I doing wrong here?
If you plug the top rgba into the output from the vectormerger you se the perlin noise.
Here is a simple nme example of what I am doing - what am I doing wrong here?
If you plug the top rgba into the output from the vectormerger you se the perlin noise.
I just used the same method with my GLSL noise maker and it worked first time no problem! What is going on in NME???
I use node materials for some things because it is easier (!) then writing GLSL, but I have reference GLSL code for other stuff so I use that in places FYI.
I feel your pain dude
You are still struggling with this one.
The approach with refreshRate is always working for me. Did you try that one?
No it didn’t work - Its probably due to the way I have to make things work; the output texture of one process has to feed in to the input of another, and for some reason I can’t get it to wait until its rebuilt.
But I’ve changed tack now to the approach I outline above - using a gradient in a dynamic texture instead - which is fast and does not seem to need a rebuild when I change the gradient. It also works on GLSL, but not in NME. I’m pretty sure I’m doing exactly the same thing unless NME does some weird thing I don’t understand.
Its getting to the point I will have to use GLSL for everything because NME is just having too many issues and there is no useful docs.
I do not think the issues are NME related here.
Looking at your provided example, it looks totally normal to me at least from the current setup.
Here is your current noise:
Remapped to 0…1:
Keeping only Red and Green at 0.5:
Which once plugged into the gradient will fetch from white to black based on the red value:
Which part of this process is the one you do not expect so we can try to help addressing it ?
I didn’t use remap - in a later version of my example I add 1 to the noise and scale by 0.5; does that not take it between 0-1 ? I thought noise came out from -1 to 1 ?
Why do you say wrong ? remap is identical to add and divide just using less nodes to help understanding better.
Which part is wrong for you ?
That should look like grey noise on the cube
This is because a cube has just a few vertices so the noise needs to run per fragment and not per vertex. Vertex is prioritized cause performance are obviously better. You can change it here in NME:
and it looks like this used as a material:
In Vertex https://playground.babylonjs.com/#WXIJXB#0
vs
In Fragment https://playground.babylonjs.com/#WXIJXB#1
It is explained in the doc here: Babylon.js docs
“Explained” is doing a lot of work here…
Thats it! I spent hours trying to fix this. I would never have found that without coming to this forum.
Ok after reading this through a few times I think I get it, I just did not expect it to work this way.