Hi TriKri,
that is very easy. I used a threedimensional noise value.
noiseValue = noise(line.x*frequency,line.y*frequency,time)*noiseAmplitude;
line.x += sin(noiseValue)*ravelSpeed;
line.y += cos(noiseValue)*ravelSpeed;
That's it!
visionlabz 1 year ago
Nice! How did you use Perlin noise to calculate the trajectories of the lines?
TriKri 1 year ago
Nice piece! how exactly is it interactive?
nhnifong 1 year ago
Wow this is really cool. Would also appreciate code.
somename1235465 1 year ago
Bloom filter as well?
megaDudeMegaDude 1 year ago
Ive been trying to do exactly this!!! with glsl code and max/msp/jitter.. any tips?
AxiomCrux 2 years ago
leet.
filipemtx 2 years ago
Hi TriKri,
that is very easy. I used a threedimensional noise value.
noiseValue = noise(line.x*frequency,line.y*frequency,time)*noiseAmplitude;
line.x += sin(noiseValue)*ravelSpeed;
line.y += cos(noiseValue)*ravelSpeed;
That's it!
visionlabz 1 year ago
Nice! How did you use Perlin noise to calculate the trajectories of the lines?
TriKri 1 year ago
Nice piece! how exactly is it interactive?
nhnifong 1 year ago
Wow this is really cool. Would also appreciate code.
somename1235465 1 year ago
Bloom filter as well?
megaDudeMegaDude 1 year ago
Ive been trying to do exactly this!!! with glsl code and max/msp/jitter.. any tips?
AxiomCrux 2 years ago
leet.
filipemtx 2 years ago