This was surprisingly explanatory. I recently started using perlin noise to generate random path/velocity for moving objects (bubbles). While I kind of made it work, I have no idea how the noise works. This shed some light.
Thank you for this explanation! I'm new into programing (although I programmed in scratch when I was really young). That's realy good piece of knowledge :)
@@SuboptimalEng I think its actually wrong because the distance in your video is uv-direction, which its not the distance to the corer. However, It should be uv-cornor_pos instead
This was surprisingly explanatory. I recently started using perlin noise to generate random path/velocity for moving objects (bubbles). While I kind of made it work, I have no idea how the noise works. This shed some light.
Thank you! Appreciate your support 🫶
it bothers me that the font on the thumbnail and start of video are different
very well explained and visalized thank you!
Thanks for making this video.
I was struggling with understanding how Perlin noise works, but your video showed it with depth and simplicity.
Thanks, I’m glad the video was helpful!
more more more!!!
Great video and explanation once again!
nice thanks
Great video!
Why smoothstep/quintic fixes grid like pattern?
Hard to explain the math in a comment. I’d recommend trying out the shader and seeing why it works.
Thank you for this explanation! I'm new into programing (although I programmed in scratch when I was really young). That's realy good piece of knowledge :)
Good luck on your programming journey!
Amazing video! I was waiting for this one
thank you very very much...........
i didnt understand how u got the distance
Code is open source on my GitHub so hopefully you can learn it from there!
@@SuboptimalEng I think its actually wrong because the distance in your video is uv-direction, which its not the distance to the corer. However, It should be uv-cornor_pos instead