3D blue noise textures from https://momentsingraphics.de/3DBlueNoise.html
Perlin noise generated by GLM using original algorithm by Ken Perlin
- Install GCC/MinGW and execute
build.sh
/build.bat
- Create a config file
name.txt
in the input folder. See the existingexample.txt
for an example - Run
./generate name
where name is the name of your config file without the ".txt"
The resulting texture is provided as a binary data file which can be loaded into OptiFine as follows:
texture.<prepare/composite/deferred>.<sampler of choice> = path/to/texture.dat TEXTURE_3D <R8/RG8/RGB8/RGBA8> <sizeX> <sizeY> <sizeZ> <RED/RG/RGB/RGBA> UNSIGNED_BYTE
(See example config file)
~ means next channel
option:value
mode | Determines the type of noise to generate in this channel. Possible values are "perlin", "worley", "perlinWorley", "blueNoise" and "curl"
- seed
- inverted
- octaveCount
- frequency
- lacunarity
- persistence
- worleyWeight
- worleyOctaveCount
- worleyFrequency
- worleyLacunarity
- worleyPersistence
- perlinOctaveCount
- perlinFrequency
- perlinLacunarity
- perlinPersistence
- blueNoiseRes | Resolution of the blue noise texture to use. Must be 16, 32 or 64, and must match the texture resolution
- zoom | This is supposed to scale up the blue noise texture. Currently it just causes a segmentation fault
Note: lacunarity must be a power of 2 for the texture to tile properly