Hi,
The distribution of random numbers is (or looks ?) uniform for fractalnoise.
So when you feed a displacement with a fractalnoise the result will stay in place (there are as much "pixels" that are moved to the left than moved to the right)
But what about the turbulence that has a non uniform distribution ?
How do you counterbalance the offset that occurs ?
Using trial and error it looks like the folowing offseting work well
33% of displacement factor when the octave is 1.
20% when octave is 10
Does someone know the right (mathematical) ratio ?
Or do you know a trick (normalisation ?)
thank you.
Maths : counterbalance non-uniform noise when displacing ?
Re: Maths : counterbalance non-uniform noise when displacing
Hi v1nce,
I'm just trying to get some recent unanswered messages back into the action So I don't really have an answer for you. Maybe someone will see it after my reply bumps it. Or you know about Launchpad, the bug tracker, right (https://launchpad.net/inkscape). You might find a bug report about this, which might contain some helpful info. Or if it looks like a bug, you might even report it.
Good luck
I'm just trying to get some recent unanswered messages back into the action So I don't really have an answer for you. Maybe someone will see it after my reply bumps it. Or you know about Launchpad, the bug tracker, right (https://launchpad.net/inkscape). You might find a bug report about this, which might contain some helpful info. Or if it looks like a bug, you might even report it.
Good luck
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Inkscape for Cutting Design