Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!shadooby!accuvax.nwu.edu!tank!ncar!boulder!ccncsu!handel.colostate.edu!bullerj From: bullerj@handel.colostate.edu (Jon Buller) Newsgroups: comp.graphics Subject: Re: Pixar's noise function Keywords: random numbers, Byte, elephants Message-ID: <1648@ccncsu.ColoState.EDU> Date: 14 Apr 89 14:34:23 GMT References: <2553@ssc-vax.UUCP> <3599@pixar.UUCP> <97699@sun.Eng.Sun.COM> <1592@ccncsu.ColoState.EDU> <43327@tut.cis.ohio-state.edu> Sender: news@ccncsu.ColoState.EDU Reply-To: bullerj@handel.colostate.edu.UUCP (Jon Buller) Organization: Colorado State University, Ft. Collins CO 80523 Lines: 34 In article <43327@tut.cis.ohio-state.edu> william r dirks writes: >Anyway, I rendered a polygon situated in the x-y plane with DNoise() >added to the normal vectors to make a bumpy-looking surface. But I >noticed there were discontinuities in the "bumps." > >Studying the image, I noticed that where x and y were both positive >the bumps were continuous, where x was negative and y was positive >there were lines of discontinuity parallel to the y-axis, where x was >positive and y was negative the lines were parallel to the x-axis, and >where both x and y were negative the two sets of lines intersected to >form squares. > >On a hunch I changed all the trunc()'s in the source to floor()'s. > >And presto!! Continuous bumps everywhere! I wish I could do that, my compiler doesn't have a built in Floor, and I haven't had the time to hack one up from the Mac toolbox and SANE (IEEE math pkg) calls, oh well, I'll have to settle for only using X, Y, and Z >= 0.0 One other thing you might notice, Noise is C1 continuous, DNoise is only C0. This means that DNoise will have creases in it (along the planes of the random grid. To see this, crank out a square: 0