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Curl noise
Posted: Wed Jan 14, 2015 11:27 am
by OnoSendai
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
Re: Curl noise
Posted: Wed Jan 14, 2015 10:15 pm
by bubs
Radical man!

Re: Curl noise
Posted: Thu Jan 15, 2015 1:23 am
by Oscar J
^
Damn Ono, looks like a hurricane already.
Re: Curl noise
Posted: Thu Jan 15, 2015 1:30 am
by OnoSendai
Oscar J wrote:^
Damn Ono, looks like a hurricane already.
That's the plan

Re: Curl noise
Posted: Mon Jan 19, 2015 9:14 am
by CTZn
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...
Re: Curl noise
Posted: Mon Jan 19, 2015 10:07 am
by OnoSendai
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..
Re: Curl noise
Posted: Thu Jan 22, 2015 7:14 am
by CTZn
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
