Noise for texture instead of image?

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burli
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Noise for texture instead of image?

by burli » Fri Jan 06, 2017 19:28

It is just an idea, maybe discussed before. How about using a noise function for textures like snow, sand, grass or stone instead of images? This would make large surfaces less monotonous

afaik the texture can be rendered on the GPU
 

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TumeniNodes
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Re: Noise for texture instead of image?

by TumeniNodes » Sat Jan 07, 2017 00:13

burli wrote:It is just an idea, maybe discussed before. How about using a noise function for textures like snow, sand, grass or stone instead of images? This would make large surfaces less monotonous

afaik the texture can be rendered on the GPU


You making a lotta noise again burli?
Your suggesting using noise not only to generate a map, but to use various levels of noise to fill in the terrain, visually maybe based on temps?
Where would the colors come from?
Do you have any examples of this being used to show us?
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Re: Noise for texture instead of image?

by burli » Sat Jan 07, 2017 07:34

I don't have examples because it's an idea. If ideas are not welcome I am quiet again
 

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Re: Noise for texture instead of image?

by paramat » Sat Jan 07, 2017 20:23

Noise is intensive to generate and repetitive textures are a natural part of a voxel game.
 

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Re: Noise for texture instead of image?

by Chibi ghost » Sat Jan 07, 2017 20:28

isn't there some ambiance mods knocking around
 

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Re: Noise for texture instead of image?

by TumeniNodes » Sat Jan 07, 2017 22:15

burli wrote:I don't have examples because it's an idea. If ideas are not welcome I am quiet again


I was not implying a idea is not welcome. I am simply curious about the idea :)
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Re: Noise for texture instead of image?

by burli » Sun Jan 08, 2017 08:25

paramat wrote:repetitive textures are a natural part of a voxel game.


That doesn't mean each game has to look like this. You can try something new.

Chibi ghost wrote:isn't there some ambiance mods knocking around


can't finish my ideas because the engine lacks of to much features
 

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Re: Noise for texture instead of image?

by Linuxdirk » Sun Jan 08, 2017 13:49

paramat wrote:… repetitive textures are a natural part of a voxel game.

Actually no.

https://www.youtube.com/watch?v=ml-8o2Bz7dU

Rotated textures to prevent repetitive look in voxel games are a thing since 2014 at least.
 

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Re: Noise for texture instead of image?

by kaadmy » Sun Jan 08, 2017 20:25

Using rotated textures is very much a possibility, not sure if MT's current engine will support it in its current state though.

(_Materials would help a lot.. hint hint_)
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Re: Noise for texture instead of image?

by TumeniNodes » Mon Jan 09, 2017 00:03

kaadmy wrote:Using rotated textures is very much a possibility, not sure if MT's current engine will support it in its current state though.

(_Materials would help a lot.. hint hint_)

I would swear someone made a mode which rotates textures somewhere around here at one time... I remember seeing it??? Or..., it could just be my meds
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Re: Noise for texture instead of image?

by ShadMOrdre » Mon Jan 09, 2017 03:12

Burli,

Why not just use an image mask with the noise, overlaying a flat colored node? The idea has more merit than some can see. While have the computer "generate" noise all the time may be processor intensive, applying image masks that define various "noise" types or even shadings that turn common default:stone into default:stone_blocks This deserves attention, because ultimately, it decreases the amount of data that a server needs to broadcast to clients. Instead of multiple 16x16 or 32x32 image files being sent for say, stone, stone_blocks, and stonebrick, an image mask can be recycled and applied to multiple "materials" nodes to create all the variations. I explore this reusability in my WIP mod building_elements for generalizing nodebox shapes. Sorry for the shameless plug.

Tumeni,

In the lua-api.txt file in the docs folder, I found this.

Lines 244 through 271 give info about texture modifiers that can be added to the tiles definition of a node.

Example:
tiles = {"default_cobble.png^some_image_file_wilth_alpha_channel.png"}
This example would overlay the image that includes an alpha channel on top of the image used for default:cobblestone.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
`<t>` can be a number (between 0 and 7) or a transform name.
Rotations are counter-clockwise.

    0  I      identity
    1  R90    rotate by 90 degrees
    2  R180   rotate by 180 degrees
    3  R270   rotate by 270 degrees
    4  FX     flip X
    5  FXR90  flip X then rotate by 90 degrees
    6  FY     flip Y
    7  FYR90  flip Y then rotate by 90 degrees

Example:

    default_stone.png^[transformFXR90




Hope this helps.

Shad
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Re: Noise for texture instead of image?

by paramat » Mon Jan 09, 2017 21:00

> Rotated textures to prevent repetitive look in voxel games are a thing since 2014 at least.

That doesn't contradict what i wrote.

Using something as heavy as dynamic noise texturing would be overkill and unnacceptable in MT.
There's an issue that suggests a 'texture strip' of any length where a random frame is chosen per node face, that would be a reasonable way to do it. Then use noise when creating the texture strip in Gimp.
 

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Re: Noise for texture instead of image?

by burli » Mon Jan 09, 2017 21:42

Well, shaders are also "heavy", but they are available in Minetest.

I know that noises are heavy, and calculating a texture for each node costs more power, but I know that this could be done by the GPU and there are fast GPUs out there. And I think a 2d noise is enough. That is not so heavy

But as I said before, it is just an idea I want to discuss, not a feature request. That's why I posted it in "General Discussion"
 


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