Curl noise

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OnoSendai
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Curl noise

Post by OnoSendai » Wed Jan 14, 2015 11:27 am

This is a really cool technique for making 'turbulent' procedural elements in shaders.

See the paper 'Curl-Noise for Procedural Fluid Flow': http://www.cs.ubc.ca/~rbridson/docs/bri ... lnoise.pdf
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bubs
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Re: Curl noise

Post by bubs » Wed Jan 14, 2015 10:15 pm

Radical man! 8)
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Oscar J
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Re: Curl noise

Post by Oscar J » Thu Jan 15, 2015 1:23 am

^ :D

Damn Ono, looks like a hurricane already.

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OnoSendai
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Re: Curl noise

Post by OnoSendai » Thu Jan 15, 2015 1:30 am

Oscar J wrote:^ :D

Damn Ono, looks like a hurricane already.
That's the plan :)

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CTZn
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Re: Curl noise

Post by CTZn » Mon Jan 19, 2015 9:14 am

the fractal potential stuff looks like it would be interesting for terrains, I doubt I'll be able to use the paper myself a priori...
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OnoSendai
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Re: Curl noise

Post by OnoSendai » Mon Jan 19, 2015 10:07 am

Yeah, it could work quite well for simulating eroded terrain.
I think voronoi cell edges perturbed using curl noise would work well as river beds etc..

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CTZn
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Re: Curl noise

Post by CTZn » Thu Jan 22, 2015 7:14 am

why make me droll oh why

erosion thats what I saw, my terrain shader has got an erosion parameter but this curling introduces flow. I'm unable to implement finite methods sadly...

well reading my mind is a no brainer here :D
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