Timeline for How to create a seamless 5D noise function?
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Jan 6, 2017 at 13:04 | comment | added | sam hocevar | @Ferrybig yes, that’s the proper way to do it (but one should use John Calsbeek’s answer rather than the accepted one) | |
Apr 15, 2016 at 16:32 | comment | added | Ferrybig | Does this help? gamedev.stackexchange.com/q/23625/41628 | |
Apr 10, 2016 at 21:58 | history | tweeted | twitter.com/StackGameDev/status/719283370547638273 | ||
Apr 9, 2016 at 21:26 | comment | added | Bálint | Have you considered, how long a 5 dimensional noise would generate? | |
Apr 9, 2016 at 20:21 | comment | added | jgallant | Yeah, the 4D noise implementation is to create a seamless 2D texture. I think you might actually have to use 6D noise to make seamless 3D like you are trying to do. I personally cannot visualize how to do this at all. Here is the 2D implementation, it might help you... jgallant.com/… | |
Apr 9, 2016 at 20:20 | comment | added | user345234674567 | I wouldn't mind if its 4D noise, I searched and only found that it's doable with 5D noise, it just has to be seamless. | |
Apr 9, 2016 at 20:18 | comment | added | jgallant | OK, I figured, I just wanted to make sure. I have done this with 4D noise, but I have never done this with 5D noise. This is an interesting question. The generation of this data will more than likely take a while. | |
Apr 9, 2016 at 20:17 | comment | added | user345234674567 | I mean a texture which contains multiple tiles, 64x64 pixels per tile and 8x8 rows / columns so each tile can be mapped to a slice of a cube. | |
Apr 9, 2016 at 19:43 | comment | added | jgallant | What do you mean by 3d texture? | |
Apr 9, 2016 at 17:59 | history | edited | user345234674567 | CC BY-SA 3.0 |
deleted 164 characters in body; edited title
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Apr 9, 2016 at 17:39 | history | asked | user345234674567 | CC BY-SA 3.0 |