Typos, minor edits

pull/102/head
Stefan Gustavson 8 years ago committed by GitHub
parent b610db01b9
commit f92538aa92

@ -96,7 +96,7 @@ Another member of this family of algorithms is the **ridge**, where the sharp va
<a href="../edit.php#13/ridge.frag"><img src="ridge-long.png" width="520px" height="200px"></img></a>
Other variants that can create useful and interesting variations is to multiply the noise components together instead of adding them. It's also interesting to scale subsequent noise functions with something that depends on the previous terms in the loop. When we do things like that, we are moving away from the strict definition of a fractal and into the relatively unknown field of "multifractals". Multifractals are not as strictly defined mathematically, but that doesn't make them less useful for graphics. In fact, multifractal simulations are very common in modern commercial software for terrain generation. For further reading, you could read chapter 16 of the book "Texturing and Modeling: a Procedural Approach" (3rd edition), by Kenton Musgrave. Sadly, that book is out of print since a few years back, but you can still find it in libraries and on the second hand market. (There's a PDF version of the 1st edition available for purchase online. Don't buy that - it's a waste of money. It's from 1994, and it doesn't contain any of the terrain modeling stuff from the 3rd edition.)
Another variant which can create useful variations is to multiply the noise components together instead of adding them. It's also interesting to scale subsequent noise functions with something that depends on the previous terms in the loop. When we do things like that, we are moving away from the strict definition of a fractal and into the relatively unknown field of "multifractals". Multifractals are not as strictly defined mathematically, but that doesn't make them less useful for graphics. In fact, multifractal simulations are very common in modern commercial software for terrain generation. For further reading, you could read chapter 16 of the book "Texturing and Modeling: a Procedural Approach" (3rd edition), by Kenton Musgrave. Sadly, that book is out of print since a few years back, but you can still find it in libraries and on the second hand market. (There's a PDF version of the 1st edition available for purchase online, but don't buy that - it's a waste of money. It's from 1994, and it doesn't contain any of the terrain modeling stuff from the 3rd edition.)
### Domain Warping

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