New Noise Generators
Hi,
Yes we all love noise generators, and we are using them for nearly every material for various purpose...They are very very important part of any material building or many other task, distributions, masking, etc. That's that but,
while current generators are very useful, I say they are redundant in area like organics / natural looking. in my opinion, all blender generators are very dull and you have to mix and mix and mix more same kind generators to get some natural looking good noise, something that does not look computer generated and mathematical, at least that is my experience as not very technical and mathematical guy. I find them not very pleasing.
so I think it would be very useful for many artists to have new noise generators that are already good out of the box, like this one by Karl Sims: karlsims.com/rd.html
he calls it "Reaction-Diffusion" and in that link he explains how it works, it uses GPU to generate and just have a look at the results
I think many artist would find this kind noise very pleasing and useful in every task myself included, without spending days to tweak and tweak current generators and end up extremely complicated node tree, while still not getting desired result.
to see even more check his exhibition:
karlsims.com/rd-exhibit.html
Yes I do not want to be very technical and I do not want to be proud how big is my node tree, I want simple-better way to achieve nice results which lays before us.
I just hope this or something like this generator could be implemented in blender, thanks.
4 Comments
Would like to add that this could be used in geometry Nodes as well.
I agree with the general idea of adding more complete organic-style noises. However, this one requires knowledge of the entire domain and many iterations in order to generate the value. Cycles (and EEVEE) both generate the value of procedural textures on demand, meaning it would need to perform a fluid simulation FOR EVERY SAMPLE. This would be all kinds of slow. Alternatively, you could bake your fluid sim onto a UV unwrapped model, but that's the same as not having the node natively in Cycles.
On the other hand, there are many very nice organic procedural textures that Cycles doesn't have, but could (Gabor noise, for example).
These are fluid simulations. They're also rasters.
Yes sir it is, but as I read this reactive noise was simulated Realtime on 4 meter high screen with GTX 980, and he says when he optimized code it run too quick for users to playaround. so basically if it will not be generated as big as 4 meters high and code would be optimized, I think there is pretty good possibility it will generate flawlessly even on older and weaker GPUs. even if not, I think no artist will complaint for 1 second to draw for great noise, I would not that's I know :) here check nVidia article about it: blogs.nvidia.com/blog/2016/08/01/simulation-museum-of-science/