Playing with Perlin noise and marching cubes

Reference on Perlin noise, just in case

Use case 1: Dissolving sphere

Perlin noise: octave = 1 and frequency = 2 over the entire space

the conditions are

  • points are inside the sphere or radius 23mm => does not touch the space boundaries
  • points do not belong to [-0.1;01]

 

Car Paint
Plastic
Wood

 

like a dissolution with video generation

points do not belong to intervals from [-0.05;0.05] to [-0.7;0.7]

 

VIDEO

What if?

  • points are inside the sphere or radius 23mm => does not touch the space boundaries
  • points belong to [-0.1;01]

 

 

Use case 2: Perlin Variation on Space cube

Perlin noise: octave = 1 and frequency = 1 to 3

points do not belong to [-0.1;01]

 

The attack of the termites...

Frequency 1
Frequency 2
Frequency 3

 

Perlin noise: octave = 1 to 3 and frequency = 1

points do not belong to [-0.1;01]

 

Frequency 1 - Octave 1
Frequency 1 - Octave 2

 

Frequency 1 - Octave 3

 

I felt hardware limits as to enjoy fractal noise like for the terrains or turbulence or fire, need to go beyond octave 4. It would require my resolution to be much higher like above 100^3 instead of 50^3 voxels. even more...

it may require to ask for other parameters like "lacunarity" to control octave's scale as well. 

 

next if time would be to avoid marching cubes and try to go to mesh only: "mesh from points"?