#javascript-processing-example-basic-math-noise3d.htm / htm
<!DOCTYPE html> <html><head> <script src="javascript-processing-example-processing.js"></script> <script src="javascript-processing-example-init.js"></script> <link rel="stylesheet" href="javascript-processing-example-style.css"> </head><body><h1><a href="http://ejohn.org/blog/processingjs/">Processing.js</a></h1> <h2>Noise3D</h2> <p>Using 3D noise to create simple animated texture. Here, the third dimension ('z') is treated as time.</p> <p><a href="http://processing.org/learning/basics/noise3d.html"><b>Original Processing.org Example:</b> Noise3D</a><br> <script type="application/processing"> float increment = 0.01; // The noise function's 3rd argument, a global variable that increments once per cycle float zoff = 0.0; // We will increment zoff differently than xoff and yoff float zincrement = 0.02; void setup() { size(50,50); frameRate(30); } void draw() { background(0); // Optional: adjust noise detail here // noiseDetail(8,0.65f); loadPixels(); float xoff = 0.0; // Start xoff at 0 // For every x,y coordinate in a 2D space, calculate a noise value and produce a brightness value for (int x = 0; x < width; x++) { xoff += increment; // Increment xoff float yoff = 0.0f; // For every xoff, start yoff at 0 for (int y = 0; y < height; y++) { yoff += increment; // Increment yoff // Calculate noise and scale by 255 //float bright = noise(xoff,yoff,zoff)*255; // Try using this line instead float bright = random(0,255); // Set each pixel onscreen to a grayscale value pixels[x+y*width] = color(bright,bright,bright); } } updatePixels(); zoff += zincrement; // Increment zoff } </script><canvas width="50" height="50"></canvas></p> <div style="overflow: hidden; height: 0px; width: 0px;"></div> <pre><b>// All Examples Written by <a href="http://reas.com/">Casey Reas</a> and <a href="http://benfry.com/">Ben Fry</a> // unless otherwise stated.</b> float increment = 0.01; // The noise function's 3rd argument, a global variable that increments once per cycle float zoff = 0.0; // We will increment zoff differently than xoff and yoff float zincrement = 0.02; void setup() { size(200,200); frameRate(30); } void draw() { background(0); // Optional: adjust noise detail here // noiseDetail(8,0.65f); loadPixels(); float xoff = 0.0; // Start xoff at 0 // For every x,y coordinate in a 2D space, calculate a noise value and produce a brightness value for (int x = 0; x < width; x++) { xoff += increment; // Increment xoff float yoff = 0.0f; // For every xoff, start yoff at 0 for (int y = 0; y < height; y++) { yoff += increment; // Increment yoff // Calculate noise and scale by 255 float bright = noise(xoff,yoff,zoff)*255; // Try using this line instead //float bright = random(0,255); // Set each pixel onscreen to a grayscale value pixels[x+y*width] = color(bright,bright,bright); } } updatePixels(); zoff += zincrement; // Increment zoff }</pre> </body></html>
(C) Æliens 20/2/2008
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