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Sharing everything I could understand about gradient noise (pkh.me)
137 points by ux 3 months ago | hide | past | favorite | 8 comments


The illustrations were cool. They could've been just prerecorded animations, but I really appreciate making them endless. Quite mesmerizing and motivates reading.


Hehe, thanks. The thing is, it could hardly have been prerecorded animations :D

I don't know if you tried before, but compressing noise is particularly hard, so 16 videos would have been quite too much of bandwidth. The total size of the shaders is something around 70kB (not minimized) for endless lossless videos, and since I had to write them anyway if I were doing records of them, it was really a no-brainer to embed them to be honest.


One thing I've been meaning to look into - how to adapt 3D perlin noise to produce gaussian noise - given a specified (scalar) mean and standard deviation.


Why not generate gaussian noise from scratch? By definition it should be indistinguishable.


Thank you for explaining this better! This is still a bit complicated on the Math side but it’s well illustrated to see the result.


Pretty and informative!


i wish there were other flavors of smooth noise. it feels overused now.

this is a great explanation though!


[dead]


> What an impressive and thorough deep dive.

Thanks!

> Have any of you ever gotten lost tweaking fade functions to get that perfect wave-like look?

You cannot use anything for the fade function, because you likely want the derivative (and potentially the second derivative) to be 0. See https://gist.github.com/KdotJPG/417d62708c76d53972f006cb906f... for making different ones. I personally never tried anything else than the hermite and the quintic.




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