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  • Expand FStorm Noise

    Definitely not a request for now but some time in the future when you have more time/resource.
    In the future can you expand the range of tweakable noise parameters in Fstorm Noise to produce more variety, bit like a cheeky reverse engineering job on Bercon noise. It is amazing for producing procedural textures Thanks as always!

  • #2
    What Bercon noise can do and FStorm noise can't?

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    • #3
      Hi Karba,

      Thanks for the reply, what we find useful with Bercon is the ability to modify many parameters to create almost limitless variations, I personally like the distortion option that can be driven by another noise map, the filter strength has also been really useful to me, but ultimately the tweaking of the fractal type to discover new variations is its greatness.
      I am not sure but I believe the code is open source, but do not hold me to that!

      But as I say I think there are many more important things for you to work on first but at some stage having this extra functionality in noise manipulation will make a lot of people happy and opens up more creativity, particularly once displacement arrives Just a thought.

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      • #4
        Most of those variations can be done by mixing existing noises type via FStorm mix texture.

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        • #5
          Fair point, that method certainly provides enough creative options to satisfy the majority of users. The Bercon level of manipulation is perhaps a little extreme and only relevant to a small minority. Thanks for your feedback.

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          • #6
            Hi Karba! I also wanted to add my wish for some more utility within the fstorm noise. It may be possible to combine a couple different noises to make some more complex variations, but it is much more efficient to be able to use one noise map node to quickly create a very complex procedural noise, rather than a large graph of nodes to create something similar. Also my only other request would be the Distortion feature found in bercon noise. This allows you to take noise patterns and distort them with other noises or textures which in turn creates a much more organic procedural texture.

            Here at Think Chromatic we depend heavily on bercon noise for all of our work and many of us are very interested in switching to Fstorm. I know that if the fstorm noise node was expanded in the future, it would greatly increase the likelihood of our full team converting to fstorm.

            Thanks for the great engine!

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            • #7
              I would love to see Bercon Maps integrated such as Bercon Tile that i miss for now

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              • #8
                Okay now we really need Bercon support or it's equivalent such as OSL Map.
                Reason: https://youtu.be/Fqn_BrBT5AU?t=1161

                Also i didn't even managed to make wavy brushed steel bump map in Fstorm, had to use Substance Designer. But yeah you can still achieve alot in current noise, but it's clearly not that powerful as bercon.
                Last edited by Exaco; 05-27-2019, 12:33 PM.

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