
Texturing and modeling
by David S. Ebert · first published 2003
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If you like this topic check out "Texturing and Modeling: a Procedural Approach" which covers Perlin noise and other similar algorithms. The books shows you how Pixar generates life like surfaces and effects in Renderman. http://www.amazon.com/Texturing-Modeling-Third-Procedural-Ap...
on “Perlin Noise” ↗Ken Musgrave's work on Terrain rendering is worth a look. He did similar things. The book 'Texturing and Modeling: A Procedural Approach' gives a nice explanation of a lot of the techniques and they used to give a course at SIGGRAPH on which the book was based but I can't find a link right now
on “Notch (the Minecraft Developer) Answers Your Questions” ↗Indeed. Most of the tricks they use come from the holy bible of procedural rendering books (Texturing and Modeling, Musgrave et al) and are relatively superficial (and really not so difficult). I don't argue there exists a tremendous number of configurations but I don't think they are not substantive enough to make…
on “No Man’s Sky” ↗…this man. But I would not feel bad about the math being regurgiated by an LLM. There were very few people writing shaders (mostly for VFX, in RenderMan SL) in the 90's and after. So apart from the "Texturing and Modeling -- A Procedural Approach" book, the "The RenderMan Companion" and "Advanced RenderMan", there was no literature. The GPU Gems series closed some gaps in later years. The RenderMan Repository website…
on “Coding Agents Could Make Free Software Matter Again” ↗