Author Topic: Is it possible to 'slant' a noise function?  (Read 139 times)

Offline pokoy

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Is it possible to 'slant' a noise function?
« on: November 09, 2017, 05:51:57 PM »
I'm trying to get clouds to look slightly slanted so you can tell they travel with the wind direction. Right now I'm using a mask for the noise function which I scale in Y-direction and then rotate so it looks like it's slanted slightly but it's sometimes too obvious and needs a lot of babysitting to look OK. And of course, stretching a noise can easily look fake.

Is there a way to slant the noise without any tricks like scaling?

Here's an example of what I want to achieve:
77023-0

Offline Matt

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Re: Is it possible to 'slant' a noise function?
« Reply #1 on: November 10, 2017, 01:00:21 AM »
Use a Twist and Shear shader as the warper for a Warp Input Shader or Warp Merge Shader.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Offline pokoy

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Re: Is it possible to 'slant' a noise function?
« Reply #2 on: November 10, 2017, 08:54:04 AM »
Thanks Matt! I tried this actually but didn't see any effect and assumed it was only meant to work with terrains. Seems I gave up to fast ;)