[Bf-cycles] Procedural Noise clarity

Matt Ebb matt at mke3.net
Thu Nov 3 21:55:34 CET 2011


Might I also add, that probably more important than this is some simple
filtering support for noise (eg. frequency cutoffs etc) ;) Blender's
current noise textures (or rather, most of its procedural textures) do not
antialias well at all.

On Fri, Nov 4, 2011 at 7:47 AM, Matt Ebb <matt at mke3.net> wrote:

> 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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>>
>>
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>
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