[REL] Noise Visualizer Biome

Discussion in 'Released Mods' started by wondible, November 16, 2014.

  1. wondible

    wondible Post Master General

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    Tool for biome modders to edit the files and look at noise patterns

    Screen Shot 2014-11-16 at 15.19.50 .png Screen Shot 2014-11-16 at 13.09.14 .png

    Defines a custom biome with a 20-step (0.05 noise range) blue-green-pink color scale. Edit the noise definition on layer 0 and see how the various definitions change the noise output.

    Recommended mod: System Editor Reset

    - https://github.com/JustinLove/noise_visualizer_biome
    - http://wondible.com/pa/noise_visualizer_biome_v1.0.1.zip
    - PAMM

    Observations

    I have a zip file of reference images.

    Shared parameters

    Appear to work on every noise type.

    - `zoom`: large numbers produce extremes, small numbers keep it around 0.5

    type: `simplex`


    Smooth noise across planet

    - `scale`: large numbers produce fine detail, small numbers make large flat fields

    These parameters only appear on an unused layer in the mountain biome:

    - `simplex_octaves`: small values (1) produce smooth round gradients, large values (5+) produce more detailed crenelations. Reading suggests that this is the number of successively higher-frequency passes added.
    - `simplex_persistence`: small values (< 0.5) produce smooth round gradients, large values (> 0.5) produce more extremes and islands. Reading suggests that this is a multiplier on each octave, large values give the higher frequency noise more weight.
    - `simplex_scale`: similar but not quite the same as `scale`

    type: `grid`

    Same quadrilateral symmetric noise on each face of cube-mapped sphere. Results similar but not identical across seeds. Apply a large zoom factor to get a crude checkerboard pattern

    - `grid_size`: large values make larger squares; default seems to be around 200 (meters?)

    type: `constant`

    - `constant_value`: added to 0.5, so 0 = noise 0.5, 0.5 = noise 1

    type: `ring`

    Produces a pole-pole grid effect, which can be turned into strips, rings, or swirls using the parameters

    - `ring_latitude_period`: Meters period from period from 0.5-0.5. Larger values stretch the grid elements towards the poles. If undefined, produces a grid effect (default ~200?) 0 produces a strong oscillating stripe effect.
    - `ring_longitude_peroid`[sic]: correctly spelled in stock biomes; game uses typo. Large values stretch elements around the equator.
    - `ring_twist`: twists longitude lines, default is around 1. Units seem to be longitude-periods

    type: `metal`

    Appears only in the base biome and is likely derelict. The example parameters `ring_even_period` and `ring_even_twist` have no effect. Produces evenly distributed noise at each sample - so it hits the extreme high and low values more often than simplex without zoom. It does respond to zoom.

    type: `ring_even`

    With default values, results similar to metal, possibly related as the use above suggests. Gets weird near poles; appears to be processed individually for each cube face.

    - `grid_size`: large values make larger squares; default seems to be around 20 (meters?)
    - `ring_even_twist`: does something like you'd expect, but I haven't formed a mental model of just what that is.
    - `ring_even_period`: no effect that I've observed

    Extras

    There is also a 10-step grey scale in the gruntfile.

    Gruntfile is set up with a task to copy to a server mod, but these are pretty boring biomes, just colorful.
    Last edited: December 12, 2016
    cola_colin likes this.
  2. wondible

    wondible Post Master General

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    PA#4239

    Remembered to check server strings. Looks like there are some fun unused parameters as well.

    Screen Shot 2014-11-16 at 16.27.58 .png
    ace63 and cola_colin like this.
  3. cola_colin

    cola_colin Moderator Alumni

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    with this work it might be easier to place mex feature in fun patterns.

    ... now luckily uber is working on full custom placement already, but still nice.
  4. wondible

    wondible Post Master General

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    I don't know how to overlay two noise layers, but you might be able to use one to block areas so mex would not be too dense. Or possibly put a bunch of rocks in the same layer, it looks like only one feature can appear on each point in a given layer.
  5. wondible

    wondible Post Master General

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    1.0.1 - Added additional parameters to the readme
  6. wondible

    wondible Post Master General

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    Symmetry doesn't affect decals or features; assuming noise is unaffected and actual CSG placements are mirrored.
  7. wondible

    wondible Post Master General

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    Noise info transferred to Terrain Noise on the PA-Wiki, with pictures.
    Last edited: December 12, 2016
  8. wondible

    wondible Post Master General

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