[PD] Pure coherent noise (Perlin noise)

renaud.herne at belgacom.be renaud.herne at belgacom.be
Thu Nov 16 09:48:46 CET 2006



Regarding tutorial, the excellent tut of libnoise is at:

http://libnoise.sourceforge.net/index.html

Renaud

-----Original Message-----
From: pd-list-bounces at iem.at [mailto:pd-list-bounces at iem.at] On Behalf
Of martin.peach at sympatico.ca
Sent: 15 November 2006 17:53
To: padawan12; pd-list at iem.at
Subject: Re: Re: [PD] Pure coherent noise (Perlin noise)

> ... In a gig you probably want the numbers constrained in spacetime in

> a reasonable way so that the audience don't have to wait millions of
> years for it to come back to a useful range.

Probably...the thing about Perlin noise (as I understand it now) is that
it is predetermined, backwards from the idea of a random walk: you input
two or three numbers and get as output a random number that is always
the same for the same input, always similar for a nearby input, and
uncorrelated for distant inputs. So it's like a surface that you can do
a random, or any other kind of walk on. It's usually used in computer
graphics to make terrain and texture. In 3D it can make 3D textures like
marble or bread.

I suppose a pd 3D perlin object would have three inlets (plus messages
to set parameters) and one outlet, and the random values would need to
be calculated once and for all at init, or whenever the parameters
change, so it would be a memory hog.

Martin



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