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Pixels type:

Perlin type:

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Pixels Distribution
Under this group, there are three type of noise: pixels, lines and crossing over
All these methods have in common one thing: pixel color from one (x,y) point is actually
distributed (copied) to another position in more or less random maner. With this noise group
there are some control parameters associated:
Repeat
radio button is used to specify if pixel will be distributed from
the same (x,y,) point around with given range and repeated through
specified number of iterations.
Propagate
radiobutton is used to distribute pixel always from a new point. First, pixel is distributed (copied)
to some (x1,y1) point and then from that point will be propagated to another randomly calculated point (x2,y2).
Now, newly calculated point becomes starting point for new distribution.
Tree
radiobutton is also used to propagate some pixel to new positions, but every time the pixel is
copied, it's actually copied on two new positions instead of one: (x1, y1) , (x2, y2). Now, from those new position,
pixel is again copied on two new positions:
(x1,y1) -> (x11,y11) , (x12,y12) and
(x2,y2) -> (x21,y21), (x22, y22).
In this way, pixel is propagated in tree-like manner.
Range decrease
checkbox is used to decease range after every iteration. If this box is unchecked, no decreassing is performed.
Leaves only
checkbox is used to force only final leaves drawing. This is useful in combination with
tree operation mode, when not the whole tree propagation is visible, but only terminal branches (leaves).
Step
edit field is used to specify amount of pixel skipping. When step is higher then one, not all pixels in image
are distributed. Higher the step, more pixels are skipped and faster rendering is performed.
Range
edit field is used to specify maximum length between starting point and first distribution point.
Iterations
edit field is used to specify a number of repeatedly distributions.
Now, something about methods contained in first noise group:
Pixels
method distributes pixels from starting point according to parameters specified. Distributed pixels are not connected
in any way. They are simply copied to another location in a maner controled by control parameters.
Lines
method calculates a new point for scaned pixel and connects these two points by a line of size 1.
This method gives very nice noisy effect when combined with tree option.
Crossing over
method is actually a method taken from genetic algorithms. It performs color crossing over
of starting pixel and pixel found on new, randomly calculated position.
This process is not controled by any fitness function. Pixels color are crossed over
by one randomly calculated cross over point. After cross over point is calculated,
rightmost pixels color bits are interchanged between those two pixels.
For more information on this topic, refere to articles describing genetic algorithms topic.
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Perlin Type Noise
Under these group, there are few methods with one thing in common:
all these methods use seamless kernel of given size (40x40 by default) with
random floating point numbers in the range (0,1). These numbers actually
represent intensity factor used for multiplying colors accorind the given color scheme.
With this group a few control parameters are associated:
8va
edit field specifies how many octaves will be taken in account when calculating turbulence.
Scale
edit field specifies how deep we will zoom in given kernel.
Kernel
button is used to recalculate kernel with given size. Clicking this button a new form pops up, where you can
specify a new size for kernel.
Normalize
checkbox is used to force turbulence normalization, i.e. to keep calculated turbulence in the range (0,1).
When unchecked, normalization is not performed. You can play a bit with this option to see
different results for different methods.
Color scheme
listbox is used to specify a drawing method that will be performed on the image while caculating noise factors.
- Mixed BF - creates gradient from background to foreground color. Given the noise factor
color is calculated by interpolating color values from 0-background to 1-foreground.
- Gradient - uses predefined color gradient. Noise factor is multiplied by 255 and
is used as index to gradient palette.
- Intensity - noise factor calculated is multiplied with existing pixel color of an image.
- Save as mask - noise factors are scaled from 0 to 255 and these values are saved as mask
applying in the same time mask*image rendering. If bump box for brush is checked,
image bumping will also be applied.
We will now discuss methods grouped in Perlin type noise:
Linear 2D
method is the simpliest method in this group. 8va value does not play any role here, because no turbulence
is calculated. Scale factor is used to zoom in the given kernel. This method is useful when applied with
some higher scale factor.
Turbulence
method adds turbulence to linear 2D noise. The number of turbulence superimposed depends on given
8va number. Higher the number, higher turbulence will be introducet.
Marble
method takes the sine function of calculated turbulence, creating a marbel intensity pattern. With normalize box unchecked,
more noisy look can be obtained.
Skin
method takes the sine*cos function of calculated turbulence, creating a skiny intensity pattern. With normalize box unchecked,
more noisy and unregular effect can be obtained.
Woodrings
method creates patterns similar to wood rings. With normalize box unchecked,
more noisy and unregular effect can be obtained.
Applying Noise
If you want to apply Noise on whole image, after choosing the method, mode and amount of bit shifting,
simply press Image button.
Noise will be applied to whole image.
You can apply Noise through brush movement, contour and mask as well.
For shape selection and brush movement
refer to shapes and brushes section.
NOTE:
Resultant image is affected by all previously set
global parameters.
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