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#Actualirreversible

Posted 07 May 2013 - 06:23 AM

The simplest way to make 2D noise tileable is to make it periodic using some periodic function(s). Eg:

 

 

fScaleX = x / fPeriodSize; //0 <= x <= fPeriodSize
fPeriodX = fScaleX * 2 * PI; //0 <= fPeriod <= 2PI
fRadius = 1.f; //modify this to scale noise
x = fRadius * sin(fPeriodX);

//apply same to y
y = fRadius * cos(fPeriodY);

#1irreversible

Posted 07 May 2013 - 06:19 AM

The simplest way to make 2D noise tileable is to make it periodic using some periodic function(s). Eg:

 

 

fScaleX = x / fPeriodSize; //0 <= x <= fPeriodSize
fPeriodX = fScaleX * 2 * PI; //0 <= fPeriod <= 2PI
fRadius = 1.f; //modify this to scale noise
x = fRadius * sin(fPeriodX);

//apply same to y
x = fRadius * cos(fPeriodY);

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