You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: src/lib.rs
+14-5
Original file line number
Diff line number
Diff line change
@@ -94,11 +94,20 @@ impl TileableCloudNoise {
94
94
// However, it is not clear the text and the image are matching: images does not seem to match what the result from the description in text would give.
95
95
// Also there are a lot of fudge factor in the code, e.g. * 0.2, so it is really up to you to fine the formula you like.
96
96
97
-
// mapping perlin noise in between worley as minimum and 1.0 as maximum (as described in text of p.101 of GPU Pro 7)
98
-
let perlin_worley = Self::remap(perlin_noise,0.0,1.0, worley_fbm,1.0);
99
-
100
-
// Matches better what figure 4.7 (not the following up text description p.101). Maps worley between newMin as 0 and perlin as maximum.
101
-
// let perlin_worley = Self::remap(worleyFBM, 0.0, 1.0, 0.0, perlinNoise);
97
+
// Comment from SebH original code:
98
+
// "mapping perlin noise in between worley as minimum and 1.0 as maximum (as described in text of p.101 of GPU Pro 7)"
99
+
// let perlin_worley = Self::remap(perlin_noise, 0.0, 1.0, worley_fbm, 1.0);
100
+
101
+
// Emilio:
102
+
// From Page 101 of GPU Pro 7:
103
+
// "We do this by remapping the Perlin noise using the Worley noise FBM as the minimum value from the original range."
104
+
// let perlin_worley = Self::remap(perlin_noise, worley_fbm, 1.0, 0.0, 1.0);
105
+
// But this creates quite broken textures...
106
+
107
+
// In "Authoring Realtime Volumetric Cloudscapes with the Decima Engine", one of the slides shows:
0 commit comments