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Getting Creative with Perlin Noise Fields

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Re: Getting Creative with Perlin Noise Fields

#2
Reminds me of something I saw on shadertoy a while back:

> wiggly string-like texture from treating a noise field as an angle and sampling the curvature, with some dodgy trig.

https://www.shadertoy.com/view/XssGD8

I wonder if the gifs in TFA would translate into the shader animation domain?

Re: Getting Creative with Perlin Noise Fields

#4
Very beautiful.

I am a complete newbie, so I might be asking about something obvious -- does anyone know how some of these would relate to plotting random Polya vector fields ?

For example, one can take a sum of complex rational functions of the form

    f_i(z) = r_i / (z - p_i) 
where (r_i,p_i) are complex numbers drawn from some random point process, say a generalized Poisson one.

One needs to plot the conjugate of sum_i f_i(z).

EDIT: so many lovely pages pointed to in the comments ! Let me convey collective thanks to all, rather than clutter this page with individual thanks.

@ttctciyf you are marked dead. Not sure why.

Re: Getting Creative with Perlin Noise Fields

#9
It turns out that adding noise to gradients is a really useful thing to do - so many new effects can be created with just a few additional parameters. Sadly, CSS and Canvas API gradients (linear, radial, conic) are very basic implementations (and SVG is not much more advanced).

Recently I did some work to add software gradient enhancements to my canvas library. Because these run on the CPU rather than GPU they're computationally intense, but still worth the effort just to see what can be done with different spreads (pad, repeat, reflect, transparent) and noise engine operations inserted while calculating stuff like gradient color selection, and pixel positioning.

Linear gradient demo test - https://scrawl-v8.rikweb.org.uk/demo/canvas-003.html

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