[PD] Pure coherent noise (Perlin noise)

padawan12 padawan12 at obiwannabe.co.uk
Thu Nov 16 08:31:42 CET 2006


On Wed, 15 Nov 2006 11:52:31 -0500
<martin.peach at sympatico.ca> wrote:

> > ... 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

I knew I'd seen it in applications context before, thanks for that.

Here's what looks like a pleasant overview

http://freespace.virgin.net/hugo.elias/models/m_perlin.htm

Andy




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