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3D Noise functions only make use of two coordinates. How to make them actually 3D? #16
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I just saw in another thread that this plugin is meant to be 2D only. Thus I am now very confused by how the 3D and 4D functions are meant to work, and what their use case is. Apologies if this led to an off-topic issue report. |
@bluegreen1024 I think you could provide (x, y) vector to "uv" input and z scalar to "z" input and it will work as expected. |
Sorry, but since I see a "time" input even on the 3D noise, I also find myself in a bit of a confused situation for when to use 3D and 4D. What's the difference between time and offset? (And for the record, I also want to use this for a 3D game and I'm hoping this can provide non-repeating variation in vertex shaded meshes on outdoors locations all the way to the horizon.) |
@arkology could you please see if you can tell what I'm doing wrong from this screenshot here? screencast-gnome.mp4I'm using local vertex coords, but still feeding node world pos into offset should get me a new "seed" per instance, but it only works for X and Y, not in the Z axis... |
@eobet sorry, actually I know nothing about 3d stuff so can't help you. Last time I checked it worked fine in 2d. I literally don't have enough free time and knowledge. |
The 3D noise functions, such as the 3D simplex noise, 3D fractal simplex noise, etc. seem to only use the first two channels of the uv, period, and offset/shift vectors. I thought the purpose of a 3D noise function was to take 3D position input and give smoothly varying scalar output. Am I misunderstanding how these are used or is this a bug?
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