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Author Topic: Noise  (Read 2087 times)
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Kalter Rauch
Iterator
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Posts: 198


« on: August 15, 2017, 06:56:15 AM »

Recently I've been ransacking through ChaosPro for any noise based formulas.
So far there are 3 identifiable types...

1) a "Perlin Noise" formula yielding shapeless/boundless dense fog shapes

2  a "Perlin-based Coloring" formula

3) a "Perlin FBM Transformation" in which noise is expressed in terms of vectors in 3D space.

The 1st can take the place of, for instance, a Mandelbulb, etc. to bring out pareidoliac shapes
to which the other noise types can be applied,
possibly resulting in novel "stochastic resonance" effects.



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Kalter Rauch
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Posts: 198


« Reply #1 on: August 16, 2017, 02:04:39 AM »

This was done with all types of noise listed above...

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Kalter Rauch
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Posts: 198


« Reply #2 on: August 16, 2017, 03:24:10 AM »

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Kalter Rauch
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Posts: 198


« Reply #3 on: August 16, 2017, 03:32:02 AM »

I also used GIMP with above...relief light, HSV noise, slight bumpmap, Tikhonov sharpening filters.
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Alef
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« Reply #4 on: August 22, 2017, 04:10:01 PM »

I some time agou did 2D formula of z=z^random +c Where random was in certain small area not all of random values.

Then it starts to act strange with orbits allways escapeing but it did generated fractal. Well I gues it is impossible in 3D. But maybe random power mandelbulb???
http://www.fractalforums.com/mandelbrot-and-julia-set/iterating-random-powers/
Maybe this was in Chaos pro too.
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fractal catalisator
Kalter Rauch
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Posts: 198


« Reply #5 on: August 24, 2017, 12:00:35 AM »

Alef......I'm currently hyping the use of the Perlin FBM Displacement transformation
because it expresses noise in terms of direction vectors
which distorts 3D shapes.
FBM means Fractal Brownian Motion
and so suggests what it does.
Very small values can be used to generate surface textures.
Large values treat a shape like a piece of clay.
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