2-D PSRDnoise tutorial

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Frame rate: FPS

16: The warped grid

This is the same noise pattern again, but with the warped texture coordinate grid displayed in orange. Note that the strongest warping, at the bottom, comes just shy of making the grid lines cross. Crossing the lines wouldn't actually break anything, but the pattern would become less predictable and harder to control. It's difficult enough to control as it is, so let's keep the warping at or below this level. Some experimentation tells us that the maximum displacement along the gradient that doesn't fold the coordinate plane over on itself (thereby locally reversing the direction of either or both coordinates) amounts to adding around 0.15 times the gradient vector to the texture coordinates for the next level. That "0.15" is by no means the exact limit -- it's just a ballpark figure for when the warped coordinates start to get extra wonky.

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