[Bf-cycles] Procedural Noise clarity

Matt Ebb matt at mke3.net
Thu Nov 3 21:47:36 CET 2011


Would be great to give this stale old stuff a good shake up, and I
completely agree re. noise, clouds etc.

Perhaps more interesting though is to not think of them as 'textures' and
just have them as noise related shader nodes - I think this is nicer to
work with (not having to worry about datablock links etc) and potentially
more efficient/simple if they don't have to go through blender's clunky
texture 'api'.

Just one (or a few) simple nodes with choices for the type of noise basis
and inputs for the relevant parameters eg. lookup position, depth,
roughness, and control over number of dimensions input and output would be
great.

Matt


On Fri, Nov 4, 2011 at 7:32 AM, Daniel Salazar - 3Developer.com <
zanqdo at gmail.com> wrote:

> Is there any interesting open source procedural texture library out there?
>
> Daniel Salazar
> 3Developer.com
>
>
>
> On Thu, Nov 3, 2011 at 2:31 PM, Brecht Van Lommel <
> brechtvanlommel at pandora.be> wrote:
>
>> Hi,
>>
>> Just to be clear here, the Cycles texture nodes are completely
>> separate from the blender textures. While they are practically
>> identical now, they don't have to be. Materials and shaders are very
>> different anyway, so textures changing as well seems reasonable to me.
>>
>> Brecht.
>>
>>
>> On Thu, Nov 3, 2011 at 8:57 PM, Kel M <kelvinshrek at gmail.com> wrote:
>> >
>> >
>> > On Thu, Nov 3, 2011 at 3:46 PM, Thomas Dinges <blender at dingto.org>
>> wrote:
>> >>
>> >> Well, we have not changed the procedural textures in years!!
>> >> I don't like the argument that developers should stop doing changes
>> just
>> >> due to documentation.
>> >> Improving our current procedurals is really needed, and some changes
>> there
>> >> won't hurt.
>> >>
>> >
>> > Well, you make a good point there. I'm not saying that developers should
>> > just stop editing everything, just to think about what kind of effects
>> it
>> > would have. And yeah, after thinking about it more, a unified noise
>> texture
>> > makes more sense than what we have now. Perhaps make the 'Clouds',
>> 'Marble',
>> > etc. as a row of buttons at the top of the Noise texture panel, that
>> would
>> > alleviate confusion. :)
>> >
>> >
>> >>
>> >> We always have to make sure we do better. If these changes simplify
>> code
>> >> and usability, do it.
>> >> And I agree with Daniel and Brecht here, we have some textures that
>> nearly
>> >> do the same, unifying them is a good way forward.
>> >> And again, it's not that we change such things every few weeks. ;-)
>> >>
>> >
>> >
>> >
>> >>
>> >> Am 03.11.2011 20:40, schrieb Kel M:
>> >>
>> >> We're not talking about Cycles. I don't think Brecht or Daniel even
>> >> mentioned it.
>> >>
>> >> And yes, 2.5 wreaked havoc, but the benefits far outweighed any
>> >> documentation problems. As for reorganizing the textures, well, that
>> can be
>> >> debated, cost vs. benefits.
>> >>
>> >> And, beginners don't follow development, or read release logs.
>> >>
>> >> On Thu, Nov 3, 2011 at 3:34 PM, Thomas Dinges <blender at dingto.org>
>> wrote:
>> >>>
>> >>> Tutorials are valid for the version they have been written for.
>> >>> If a Tutorial is done with 2.60, it's nice if it's still 100% accurate
>> >>> for 2.61, but imho this should not restrict us from doing changes. We
>> have
>> >>> to document the changes well in the release logs and then it is fine.
>> >>>
>> >>> You could bring the same argument for lots of changes actually.
>> Should we
>> >>> not have done 2.5, because compared to 2.4 all the buttons are
>> elsewhere?
>> >>> ;-)
>> >>>
>> >> --
>> >> Thomas Dinges
>> >> Blender Developer, Artist and Musician
>> >>
>> >> www.dingto.org
>> >>
>> >> _______________________________________________
>> >> Bf-cycles mailing list
>> >> Bf-cycles at blender.org
>> >> http://lists.blender.org/mailman/listinfo/bf-cycles
>> >>
>> >
>> >
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>> >
>> >
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