Hoshinova
  • Joined on 2023-04-11
Hoshinova commented on pull request blender/blender#127315 2024-09-09 17:13:22 +02:00
WIP: Nodes: Raiko Texture

.blend file mimicking an R-sphere field node: r-sphere_field_node.blend

Hoshinova commented on pull request blender/blender#127315 2024-09-09 15:47:57 +02:00
WIP: Nodes: Raiko Texture

R-sphere field code starts here.

Hoshinova commented on issue blender/blender#122464 2024-08-09 19:33:03 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

@brecht So after some further investigation, the issue could be eliminated by hard coding the random offset into the ints https://projects.blender.org/blender/blender/src/commit/8fa578dcc2a0587cd

Hoshinova commented on pull request blender/blender#119884 2024-08-08 19:34:30 +02:00
Fix #119797: Noise Texture Precision Issues

The test was performed on an RTX 3070.

There are a few things we can try: do not call fmod when all(fabs(p) < 1000000.0f))

I mean we don't necessarily need to use fmod. If were talking…

Hoshinova commented on pull request blender/blender#119884 2024-08-07 20:34:27 +02:00
Fix #119797: Noise Texture Precision Issues

Huh, interesting. Though I don't think we can do much about the M2 CPU not being able to do fmod quickly. And it's also not like it's some kind of obscure function that we could just avoid to use.

Hoshinova commented on issue blender/blender#122464 2024-06-04 18:56:41 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

Actually regarding the possible seed input, if we were to add it I plan to make it a [0.0, 1.0] value. That way it'd be compatible with a possible implementation in some other textures like…

Hoshinova commented on issue blender/blender#122464 2024-06-04 18:50:50 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

@brecht

Is there really no other way to solve this? Some other way of offsetting the coordinates where we don't just add to them, but change them in a way that preserves precision in some…

Hoshinova commented on issue blender/blender#122464 2024-05-31 17:50:09 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

@brecht Ok, then there's just the problem of OSL left. We currently use the build in Perlin noise function provided by OSL which doesn't support different seeds. Should I just port the GLSL…

Hoshinova commented on issue blender/blender#122464 2024-05-31 17:22:16 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

@brecht Then we could also add a seed input without proper versioning. Just to be on the same page, I'd also do the versioning code if wanted.

Hoshinova commented on issue blender/blender#122464 2024-05-31 12:23:04 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

Actually there is way to add a seed input while keeping the noise output the same. Since a seed input of 0 would result in the same output as the current Fac (or red channel) output, having…

Hoshinova commented on issue blender/blender#122464 2024-05-31 12:02:13 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

I'm currently too busy to immediately start work on this but I could add a seed input in the near future. But before I start work on that I'd want to make sure that everyone's on board with this…

Hoshinova commented on issue blender/blender#122464 2024-05-31 11:57:55 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

@OmarEmaraDev I agree, but even then the difference would be immediately obvious. I think what's important for most users is whether or not the output visibly changes at all, rather than how much…

Hoshinova commented on issue blender/blender#122464 2024-05-30 19:30:46 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

If we choose to accept some breaking changes, perhaps we could add the offsets after scaling octaves, which means the first octave will remain the same, and the breaking change will be "less…

Hoshinova commented on issue blender/blender#122464 2024-05-30 15:42:29 +02:00
Color output of Ridged Multifractal Noise Texture appears pixelated.

There are actually issues much worse than just the pixelation: Screenshot 2024-05-30 151120.png The red output on the left shows the correct…

Hoshinova created pull request blender/blender#122112 2024-05-22 19:58:59 +02:00
Nodes: Fix #121969
Hoshinova created branch fix-121969 in Hoshinova/blender 2024-05-22 19:46:41 +02:00
Hoshinova pushed to fix-121969 at Hoshinova/blender 2024-05-22 19:46:41 +02:00
8c53a18c48 Cleanup: Refactor VSE selection tools keymap
cccc1ea0eb Fix non-thread-safe access to multilayer image in Compositor
304b862d28 Refactor: Split create_index_grids() into 2 separate functions
07eac30070 Mesh: Points index buffer improvement
Compare 10 commits »
Hoshinova commented on issue blender/blender#121969 2024-05-21 18:18:51 +02:00
Noise Texture no longer generates random value Once Coordinates beyond 10^5, this limit is higher for other textures

Brecht is right, but I'd like to add some explanations as to why it happens and why it happens much earlier for Perlin noise compared to the other noise textures.

One of the properties of…

Hoshinova commented on issue blender/blender#120223 2024-04-04 12:27:41 +02:00
Viewport Lags / Bad Responsiveness from Basic Material Setup in Material Preview

@studio_punkt You mentioned that you used the exact same node setup in 3.6. When you opened the file in 4.x did you change the Detail value to 15.0 yourself or was it set to 15.0 automatically?

Hoshinova commented on issue blender/blender#120223 2024-04-04 12:25:18 +02:00
Viewport Lags / Bad Responsiveness from Basic Material Setup in Material Preview

This is neither a performance regression nor unexpected behavior.

Let me explain: In 3.6 the Voronoi node didn't have a Detail input, which is equivalent to setting the Detail value to…