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lucky6969b

Flow fields all having yaw, pitch and roll components?

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lucky6969b    1330

	float heading = noise->noise(xoff, yoff, zoff) * TWO_PI;
                
D3DXQUATERNION q;
D3DXQuaternionRotationYawPitchRoll(&q, heading, 0, 0);
	

For one single standalone field, where the perlin noise only produces a scalar, how do I feed them into a quaternion? I believe in 3D worlds, flow fields have all yaw, pitch and roll components...

Thanks

Jack

 

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LifeIsGood    198

What is the Perlin Noise used for in your implementation ??

Normally, a single Field simply holds a vector which is used as the direction to move in.

I've written a basic Flow Fields implementation for Unity a few weeks ago: 

 

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lucky6969b    1330

I use it for particle animations.

For example, when the flowfields are used for driving a rainfall system. The raindrops should follow the flow fields, the fields may be the wind and gravity sum up together. They should be falling to the ground inclined with some axis angle.

Edited by lucky6969b

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alvaro    21266

You don't need yaw, pitch and roll for this, since you aren't dealing with rotations. You just need vectors. You can probably get good results for the rain by using gravity + prevalent wind + 4D Perlin noise (the 4th dimension is for variation with time). These are just vectors.

 

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