@brecht I've got a small correction to make. For the release notes I wrote
When checked the F1/Smooth F1 and Distance to Edge outputs are guaranteed to always be within that range. For F2…
What about this:
I think it describes the concept of Fractal Voronoi noise pretty well. I'd…
Voronoi Texture Node
- The Voronoi Texture Node has support for fractal noise now.
144ad4d20b
- For that…
There is one thing worth to mention about Normalize
.
For F1
, Smooth F1
and Distance to Edge
it is mathematically guaranteed that the Distance
output is in a [0.0, 1.0] range.
That…
c4a4a89ef5
We could also try an intermediate way of both.
My theory is that for Smooth F1
it's the Color
output that drives up the computing time.
I could just optimize the Color
output instead of…
@JacquesLucke For all combinations of feature
and dimension
there is neither a significant performance increase nor decrease except for Smooth F1
.
The reason why Smooth F1
is slower is…
I see where you're coming from. Generally it's just a matter of point of view. You could see a single layer of Voronoi noise as it's own thing and Fractal Voronoi noise as multiple of them…
@JacquesLucke I changed most of the things you mentioned . Could you please have another look at the remaining two comments?
Regarding
It would be nice if you could do a few simple…
@OmarEmaraDev Given what Clement just said:
I would say it is ok to commit in this state. We can change it if the issue arise.
Is the GLSL implementation good now?