[Bf-committers] Proposed Noise Modifier

metalliandy metalliandy666 at googlemail.com
Mon Feb 17 16:35:13 CET 2014

The reason I am such a big fan of modifiers is that they are 
non-destructive. Because Blender doesn't have an edit poly modifier like 
Max artists are required to make more permanent changes or to duplicate 
meshes in the scene in order to create a soft save point.

Currently the disp+texture workflow is very poor and require too much 
swapping between panels in order to get what is actually a very simple 
function. It's overly convaluted, especially to new users and more 
experienced users coming from other 3d software. I'm just trying to 
bridge the gap for those people and create a more efficient Blender in 
the process.

If you think the Blender modifier list is long you should check out the 
amount that max has ;)



On 17/02/2014 14:39, Greg Zaal wrote:
> Just my 2 cents:
> "Displacement" in terms of the English definition means "the action of
> moving something from its place or position".
> While I know that in CG terms it refers to individual vertex displacement
> using some texture to give detail or randomness to a mesh, the English
> definition would still describe this new function of displacing the
> instance as a whole. I think it would be most intuitive to join the
> proposed modifier with the Displacement modifier as Campbell suggested,
> with a Constant/Texture/Noise enum. And unless I'm misunderstanding, I
> don't really see the point of the vertex noise idea - just use a small
> colour noise texture with the displacement modifier set to RGB>XYZ (though
> perhaps this textureless way is much faster?)
> Plus the modifier list is long enough already :)
> Cheers (and thanks for this great feature!)
> Greg Zaal
> On 17 February 2014 16:20, Jonathan Williamson <jonathan at cgcookie.com>wrote:
>> I don't have a strong opinion one way or the other, except that I think the
>> proposed and existing functionality and both very important to have.
>> I have not tested the patch yet, but from the descriptions it seems to me
>> that the proposed Noise modifier is really Mesh Noise + Object Offset.
>> The Object Offset (via the Whole Mesh Mode) is really beneficial when
>> arraying objects and is something we've not be able to do before. Am I
>> correct in thinking it can offset object instances within an array?
>> Jonathan Williamson
>> http://cgcookie.com
>> On Sun, Feb 16, 2014 at 3:19 PM, Thomas Beck <software at plasmasolutions.de
>>> wrote:
>>> Hi Patrice,
>>> I find your modifier very useful and needed! Every time when we are
>> working
>>> here in the studio with array modifiers we have the same problem:
>>> Randomizing those perfectly aligned clones. We are at the moment using a
>>> tiny little script but we would love to have it on the modifier stack.
>>> I agree with Campell on the other side though that when it comes to
>>> randomizing vertices a displacement modifier is "enough" (if you could
>> say
>>> that as an artist...we want always more ;)) But as you clearly stated,
>> the
>>> two first options are more or less a by-product of your real work and I
>>> could not see any harm on having a specialized modifier for randomizing
>>> stuff - only possibilities.
>>> I'm looking forward to seeing your work improve and I'm happy that there
>> is
>>> some optimizing efforts going on from Campbell in the displacement mod
>>> (that is awesome btw too).
>>> Good work so far! Will subscribe to the task...
>>> 2014-02-16 16:58 GMT+01:00 Patrice Bertrand <
>> patrice.bertrand.eu at gmail.com
>>>> :
>>>> Hi,
>>>> Keep in mind that the main goal is to add randomness to arrays of
>> objects
>>>> and to dedicated objects, which clearly the displacement modifier will
>>> not
>>>> do.  The "individual vertices" mode is just a simple by-product, like
>>>> "while we're at it we could as well shift vertices".   When it comes to
>>>> shifting vertices, clearly, this is very coarse, and
>> displacement+texture
>>>> is far more powerfull and flexible.  But overall I don't think the
>>> proposed
>>>> noise modifier is redundant.
>>>> This being said, I did think of adding a 'along normal' option to the
>>>> vertex mode, which would act a tiny bit like a displacement, albeit
>>> without
>>>> any of the patterns that textures allow.
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