[Implementation] Simplex Noise

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Post » Mon Jun 01, 2015 2:05 am

So yeah, I went in deep and implemented the simplex noise in C2 today ... it wasn't a piece of cake at all but I did it and here it is ...
You'll need the Canvas, Rex-RandomGen and Bitwise operations plugins to open the capx ...

- Seeded Random
- Slow as Heck
- Comes packed with Fractional Brownian Wave

[Raw Noise]
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[Multi-octave Fractal]
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Simplex Noise
Enable the first noiseRes for Multi-octave Fractal and Enable the second for raw simplex noise (Raw Simplex Noise ranges from -1 to 1 and MultOctNoise ranges from low to high)
Oh and if you have anything that would help for the performance, be sure to share it with me, I'm rusty on C2 and idk how to properly optimize ...
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Post » Mon Jun 01, 2015 2:21 am

Good job implementing it with events. The best way to speed it up would be to write it in js. However there is an existing plugin to do simplex noise, as well as perlin.
plugin-noisejs_t93998?&hilit=noise
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Post » Mon Jun 01, 2015 2:34 am

@R0j0hound, what? oh man, it didn't pop up in my search, damn ... Ty for letting me know doe!
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Post » Mon Jun 01, 2015 3:01 am

This is my implementation of the Fractional Brownian Wave using the NoiseJs plugin
(As NoiseJS only generates raw noise, I implemented Multi-octave noise)
It's definitely faster, but you'll need NoiseJS plugin
Here
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Post » Mon Jun 01, 2015 8:49 am

Have you seen this method? http://dxprog.com/files/randmaps.html

It's how i created this.

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Post » Mon Jun 01, 2015 11:44 am

@Ethan Your method is valid but using a person/simplex noise will produce more interesting results, I'll try to post some examples later today
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Post » Mon Jun 01, 2015 6:15 pm

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I implemented the ridged-multifractal noise to C2, basically, it generates caves, but I'm no satisfied yet, I'm going to try and tweak it so it gives me more interesting caves
Yo...

They kinda look bizarre as of now, I'm not yet where i want to be but I'm working on it >.<
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