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PostPosted: 2014/12/12, 11:48 
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I can't seem to find the video. Am I blind? :D

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PostPosted: 2014/12/12, 12:03 
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Adam wrote:
I can't seem to find the video. Am I blind? :D

it's there.. :omg: only I can see it?

Image

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PostPosted: 2014/12/12, 14:11 
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Ah, there it is. Sorry. :D It's all fine. I just didn't realize this was a video. Looking great!

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PostPosted: 2014/12/12, 14:56 
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You are the one that made the gfycat tag.. maybe you should make the "this is a video - click to play" part stand out more :mrgreen:

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PostPosted: 2014/12/12, 15:54 
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SirePi wrote:
You are the one that made the gfycat tag.. maybe you should make the "this is a video - click to play" part stand out more :mrgreen:


I've tweaked it a little bit. Hopefully it's visible enough now - I don't want to bring out full css fx force here. :D

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PostPosted: 2014/12/16, 13:44 
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UI explained
Procedural explained

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PostPosted: 2014/12/17, 15:19 
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Added video to display procedural capabilities

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PostPosted: 2014/12/17, 20:22 
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Added video to display procedural capabilities


Spotted it this time. :D I have no idea what I'm seeing there, but it looks quite.. organic. If it wasn't layered on top of that Duality logo, but instead on a red-ish texture, it could very well be the inside of some living thing. Maybe a busy blood vessel wall close up?

Also, I'm not a procedural generation expert, but some noise appears to be a good start for a lot of cases. Thinking of dungeon and texture generation especially.

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PostPosted: 2014/12/17, 21:12 
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Adam wrote:
Spotted it this time. :D I have no idea what I'm seeing there, but it looks quite.. organic. If it wasn't layered on top of that Duality logo, but instead on a red-ish texture, it could very well be the inside of some living thing. Maybe a busy blood vessel wall close up?

It's simply the result of a 20-Site CellNoise generating 100 100x100px images with colors ranging from Transparent to Red; for each image, the sites have been moved by a small amount in a random direction to give the "squirming" effect.
Those 100 frames are then sent to a Texture and switched every 50 ms, for a total of 5 seconds of animation :)

Adam wrote:
Also, I'm not a procedural generation expert, but some noise appears to be a good start for a lot of cases. Thinking of dungeon and texture generation especially.

Yep, that's the main reason (for me) :mrgreen:

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PostPosted: 2015/01/12, 16:46 
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Added example of how Distance functions affect the generation of CellNoises.

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