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
Curl noise
Curl noise
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- curl_noise_shader_test.pigs
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- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Curl noise
^
Damn Ono, looks like a hurricane already.
Damn Ono, looks like a hurricane already.
Re: Curl noise
That's the planOscar J wrote:^
Damn Ono, looks like a hurricane already.
Re: Curl noise
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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Re: Curl noise
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..
I think voronoi cell edges perturbed using curl noise would work well as river beds etc..
Re: Curl noise
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
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
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