It's time for a break! We've been playing with random functions that look like TV white noise, our head is still spinning thinking about shaders, and our eyes are tired. Time to go out for a walk!
We feel the air on our skin, the sun in our face. The world is such a vivid and rich place. Colors, textures, sounds. While we walk we can't avoid noticing the surface of the roads, rocks, trees and clouds.
@ -23,17 +23,17 @@ We feel the air on our skin, the sun in our face. The world is such a vivid and
The unpredictability of these textures could be called "random," but they don't look like the random we were playing with before. The “real world” is such a rich and complex place! How can we approximate this variety computationally?
This was the question [Ken Perlin](https://mrl.nyu.edu/~perlin/) was trying to solve in the eary 1980s when he was commissioned to generate more realistic textures for the movie "Tron." In response to that, he came up with an elegant *Oscar winning* noise algorithm. (No biggie.)
In these lines we are doing something similar to what we did in the previous chapter. We are subdividing a continuous floating number (```x```) into its integer (```i```) and fractional (```f```) components. We use [```floor()```](.../glossary/?search=floor) to obtain ```i``` and [```fract()```](.../glossary/?search=fract) to obtain ```f```. Then we apply ```rand()``` to the integer part of ```x```, which gives a unique random value for each integer.
Go ahead and uncomment this line to see how this looks. We use the [```fract()```](.../glossary/?search=fract) value store in `f` to [```mix()```](.../glossary/?search=mix) the two random values.
After uncommenting it, notice how the transition between the peaks gets smooth. In some noise implementations you will find that programmers prefer to code their own cubic curves (like the following formula) instead of using the [```smoothstep()```](.../glossary/?search=smoothstep).
float u = f * f * (3.0 - 2.0 * f ); // custom cubic curve
y = mix(rand(i), rand(i + 1.0), u); // using it in the interpolation
```
```glsl
float u = f * f * (3.0 - 2.0 * f ); // カスタムな3次曲線
y = mix(rand(i), rand(i + 1.0), u); // それを補間に使う
```
This *smooth randomness* is a game changer for graphical engineers or artists - it provides the ability to generate images and geometries with an organic feeling. Perlin's Noise Algorithm has been implemented over and over in different languages and dimensions to make mesmerizing pieces for all sorts of creative uses.
Now that we know how to do noise in 1D, it's time to move on to 2D. In 2D, instead of interpolating between two points of a line (```fract(x)``` and ```fract(x)+1.0```), we are going to interpolate between the four corners of the square area of a plane (```fract(st)```, ```fract(st)+vec2(1.,0.)```, ```fract(st)+vec2(0.,1.)``` and ```fract(st)+vec2(1.,1.)```).
ここまででどのようにして1Dのノイズを扱うかを学んできました。次は2Dにうつりましょう。線の2点 (```fract(x)``` と ```fract(x)+1.0```)の間を補間するかわりに、2Dにおいては、四角い(正方形の?)平面領域の4つの角の点 (```fract(st)```, ```fract(st)+vec2(1.,0.)```, ```fract(st)+vec2(0.,1.)``` and ```fract(st)+vec2(1.,1.)```) を補間します。
Similarly, if we want to obtain 3D noise we need to interpolate between the eight corners of a cube. This technique is all about interpolating random values, which is why it's called **value noise**.
We start by scaling the space by 5 (line 45) in order to see the interpolation between the squares of the grid. Then inside the noise function we subdivide the space into cells. We store the integer position of the cell along with the fractional positions inside the cell. We use the integer position to calculate the four corners' coordinates and obtain a random value for each one (lines 23-26). Finally, in line 35 we interpolate between the 4 random values of the corners using the fractional positions we stored before.
* Now that you've achieved some control over order and chaos, it's time to use that knowledge. Make a composition of rectangles, colors and noise that resembles some of the complexity of a [Mark Rothko](http://en.wikipedia.org/wiki/Mark_Rothko) painting.
Noise algorithms were originally designed to give a natural *je ne sais quoi* to digital textures. The 1D and 2D implementations we've seen so far were interpolations between random *values*, which is why they're called **Value Noise**, but there are more ways to obtain noise...
ノイズのアルゴリズムは本来、自然な *je ne sais quoi* (訳注:言葉では表せない質感、美しさ)をデジタルなテクスチャーに与えるために考え出されました。ここまで見てきた一次元と
[ ![Inigo Quilez - Value Noise](value-noise.png) ](../edit.html#11/2d-vnoise.frag)
As you discovered in the previous exercises, value noise tends to look "blocky." To diminish this blocky effect, in 1985 [Ken Perlin](https://mrl.nyu.edu/~perlin/) developed another implementation of the algorithm called **Gradient Noise**. Ken figured out how to interpolate random *gradients* instead of values. These gradients were the result of a 2D random function that returns directions (represented by a ```vec2```) instead of single values (```float```). Click on the following image to see the code and how it works.
Take a minute to look at these two examples by [Inigo Quilez](http://www.iquilezles.org/) and pay attention to the differences between [value noise](https://www.shadertoy.com/view/lsf3WH) and [gradient noise](https://www.shadertoy.com/view/XdXGW8).
Like a painter who understands how the pigments of their paints work, the more we know about noise implementations the better we will be able to use them. For example, if we use a two dimensional noise implementation to rotate the space where straight lines are rendered, we can produce the following swirly effect that looks like wood. Again you can click on the image to see what the code looks like.
@ -193,6 +196,8 @@ Like a painter who understands how the pigments of their paints work, the more w
Another way to get interesting patterns from noise is to treat it like a distance field and apply some of the tricks described in the [Shapes chapter](../07/).
@ -202,14 +207,28 @@ Another way to get interesting patterns from noise is to treat it like a distanc
A third way of using the noise function is to modulate a shape. This also requires some of the techniques we learned in the [chapter about shapes](../07/).
* What other generative pattern can you make? What about granite? marble? magma? water? Find three pictures of textures you are interested in and implement them algorithmically using noise.
* What about using noise for motion? Go back to the [Matrix chapter](../08/). Use the translation example that moves the "+" around, and apply some *random* and *noise* movements to it.