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  1. #21

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    Quote Originally Posted by holmburgers View Post
    Yeah, that guy doesn't know what he's talking about (with all due respect )... unless lasers are somehow "digital", holography is no different than black and white photography.

    As for the aquatint, that's interesting but I can't think of how that this could lead to three separate colors randomly distributed on a screen; nor do I need another process to drive me nuts! I'm very much intrigued by these types of printing methods though.
    The aquatint idea would be for a cmyk 4 plate photogravure, and is actually part of the process. I am no expert on photogravure, and my attempts have failed miserably and at quite a cost

  2. #22
    holmburgers's Avatar
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    Quote Originally Posted by alexhill View Post
    ...and my attempts have failed miserably and at quite a cost
    As they would say in the sitcoms.... "aaawwwww"

    If you are the big tree, we are the small axe

  3. #23

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    Haha

  4. #24
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    Ok,

    My bro whipped this together. Not sure in what program... maybe Perl, maybe just PS, maybe both, IDK! It's gaussian noise with a stained glass filter applied.

    Now, obviously it's not right because it consists of too many colors, but if you could limit the elements to just RGB, I think this noise pattern and effect would work well. My brother said "well it'd be interesting to see what it would do to use all the colors." HAH! What an amateur!



    There are many historical precedents for people who thought that a rainbow screen-plate would somehow produce better color than just RGB. Unfortunately, these folks have no understanding of color theory. As for my brother, he's family so I tolerate it.
    Attached Thumbnails Attached Thumbnails GlassGaussianSmaller.JPG  
    If you are the big tree, we are the small axe

  5. #25
    Mustafa Umut Sarac's Avatar
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    Holmes ,

    I found below code at internet. Its 2 dimensional perlin noise. POVRAY is free and render such codes but it is very slow.

    Umut

    function Noise1(integer x, integer y)
    n = x + y * 57
    n = (n<<13) ^ n;
    return ( 1.0 - ( (n * (n * n * 15731 + 789221) + 1376312589) & 7fffffff) / 1073741824.0);
    end function

    function SmoothNoise_1(float x, float y)
    corners = ( Noise(x-1, y-1)+Noise(x+1, y-1)+Noise(x-1, y+1)+Noise(x+1, y+1) ) / 16
    sides = ( Noise(x-1, y) +Noise(x+1, y) +Noise(x, y-1) +Noise(x, y+1) ) / 8
    center = Noise(x, y) / 4
    return corners + sides + center
    end function

    function InterpolatedNoise_1(float x, float y)

    integer_X = int(x)
    fractional_X = x - integer_X

    integer_Y = int(y)
    fractional_Y = y - integer_Y

    v1 = SmoothedNoise1(integer_X, integer_Y)
    v2 = SmoothedNoise1(integer_X + 1, integer_Y)
    v3 = SmoothedNoise1(integer_X, integer_Y + 1)
    v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1)

    i1 = Interpolate(v1 , v2 , fractional_X)
    i2 = Interpolate(v3 , v4 , fractional_X)

    return Interpolate(i1 , i2 , fractional_Y)

    end function


    function PerlinNoise_2D(float x, float y)

    total = 0
    p = persistence
    n = Number_Of_Octaves - 1

    loop i from 0 to n

    frequency = 2i
    amplitude = pi

    total = total + InterpolatedNoisei(x * frequency, y * frequency) * amplitude

    end of i loop

    return total

    end function

  6. #26
    Mustafa Umut Sarac's Avatar
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    Holmsburgers ,

    This code is 1 dimensional but I dont know where to use !

    POVRAY or terragen , try to complile with them or ask your brother !

    Umut

    function Noise1(integer x)
    x = (x<<13) ^ x;
    return ( 1.0 - ( (x * (x * x * 15731 + 789221) + 1376312589) & 7fffffff) / 1073741824.0);
    end function


    function SmoothedNoise_1(float x)
    return Noise(x)/2 + Noise(x-1)/4 + Noise(x+1)/4
    end function


    function InterpolatedNoise_1(float x)

    integer_X = int(x)
    fractional_X = x - integer_X

    v1 = SmoothedNoise1(integer_X)
    v2 = SmoothedNoise1(integer_X + 1)

    return Interpolate(v1 , v2 , fractional_X)

    end function


    function PerlinNoise_1D(float x)

    total = 0
    p = persistence
    n = Number_Of_Octaves - 1

    loop i from 0 to n

    frequency = 2i
    amplitude = pi

    total = total + InterpolatedNoisei(x * frequency) * amplitude

    end of i loop

    return total

    end function

  7. #27
    Mustafa Umut Sarac's Avatar
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    2 dimensional

    Landscapes: These are a perfect application for 2D Perlin Noise. Unlike the subdivision method, you do not have to store the landscape anywhere in memory, the height of any point on the landscape can be calculated easily. What's more, the land stretches indefinitely (almost), and can be calculated to minute detail, so it's perfect of variable level of detail rendering. The properties of the landscape can be defined easily too.
    Clouds: Again, cloud rendering is well suited to Perlin Noise.
    Generating Textures: All sorts of textures can be generated using Perlin Noise. See the table below for some examples. The textures generated can go on for ages before repeating (if ever), which makes them much more pleasant to look at than a repeating tiled texture map.

  8. #28
    Mustafa Umut Sarac's Avatar
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    1 dimensional

    Controlling virtual beings: Living objects rarely stay still for very long (except students). Use perlin noise to constantly adjust the joint positions of a virtual human player, in a game for example, to make it look like it's more alive.

    Drawing sketched lines:
    Computer drawn lines are always totally straight, which can make them look unnatural and unfriendly. You can use Perlin Noise to introduce a wobblyness to a line drawing algorithm to make it appear as if it's been drawn by hand. You can also draw wobbly circles and boxes. Some research has been done on making a Sketchy User Interface.

  9. #29
    holmburgers's Avatar
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    I emailed this to my brother, saying "do you understand this?" We'll see what he says.
    If you are the big tree, we are the small axe

  10. #30
    holmburgers's Avatar
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    Here is my brother's response to me sending him the above code. I'm simply posting this as reference material... I have no idea what any of this means or how to implement it. Frankly, I'm not even sure if it relates to Perlin noise. But perhaps someone else does....
    __________________________________________________ ___________________
    I think that's pseudo code. I don't recognize it as any language I know. They're just functions too, it's not a full functioning program. It's actually a little ambigious at points depending on which order of operations you're using (although if we assume those are standard it's fine). Depending on how big your input numbers are these intermediate numbers could get huge.

    There is a Scene Description Language for POVRAY (see the wiki article), but it doesn't look the same.

    These are easy to implement. For example, the first function in perl would be this:

    print x(@ARV);
    sub x {

    my ($x, $y) = @_;
    my $i = $x + $y * 57;
    $n = ($n << 13)**$n;
    $n = 1 - ((($n * ( $n**2 * 0x3d73 + 0xc0ae5) + 0x5208dd0d) && 0x7fffffff) / 0x40000000);
    return $n;

    }

    You could run it for 3 and 4 with: perl -Mbigint -e 'print x(@ARV);sub x {my ($x, $y) = @_;my $i = $x + $y * 57;$n = ($n << 13)**$n;$n = 1 - ((($n * ( $n**2 * 0x3d73 + 0xc0ae5) + 0x5208dd0d) && 0x7fffffff) / 0x40000000);return $n;}' 3 4
    If you are the big tree, we are the small axe

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