I feel like the title of this is kinda misleading. Perlin noise isn't a single texture, but a concept that's used to MAKE textures. Title implies that it's a single file that everyone uses. Kinda like how movies use the whilhelm scream. This is more comparable how a lot of companies might use the same recording studio to record different screams for different movies.
@@amaryllis0 I would say the same, if you're familiar with noise types, this definitely makes sense, but I agree, it could be explained (shown) in a little more detail :)
Perlin Noise for the Visuals is like the Random Number for Programmers... and thus it makes every instance of a Texture or Animation come alive with its own 'personality'. Great video, thank you for teaching us about these amazing GameDev Techniques!
Well it is a random number based system. Perlin is pretty much a grid with a random value at each vert and the interpolates between those points to get the final resolution. It's how its so relatively smooth.
It’s not a texture. It’s a function. Texture would imply discrete values. You can discretize perlin noise into a texture which has its uses but it’s not infinite without repetition.
Technically it is, it just doesn't exist as an image, but rather an algorithm that can be used to create a texture, but it can definitely be displayed as an image
@@nofabe being an algorithm that can be displayed as a texture is different from it being directly a texture. Given any algorithm there's a conceivable way to generate a texture from it, but calling those algorithms textures in of themselves is misleading. Perlin Noise is just that, noise, it's a noise algorithm, you can represent that noise as colors on texture, but the noise itself isn't a texture. Perlin noise can be used to generate audio without having anything to do with pixels, does this make Perlin noise a sound? Perlin noise can represent a vector field, does this mean that it is a vector field? For example a sine wave isn't inherently a sound, but it can be used to create a sound, similar concept. I could go on. Just because an algorithm can be used as or presented as a texture doesn't mean it intrinsically is. A texture implies a certain connotation to it, of some form of color data, these are properties derived from, and not fundamental to, Perlin noise.
It's really impressive how much noise textures can make things more realistic and in Blender, I find myself reaching for the noise textures in almost everything I do.
If I recall correctly, I dont think the creator is an industry professional, so they probably are just explaining the things they know. Which is a bit unfortunate cause as a lot of people know, yeah simplex has been dominant for a while
@@yveltalsea Meh it is fine, they are similar enough but a mention of simplex would have been helpful for new developers. Personally I would not even call code noise textures unless it is static :p But it makes for a nice video title. Lets not be too hard on someone making a nice video. Edit: thing is, people will probably discover Simplex on their journey to optimize it anyway.
Thanks for this! Perlin noise came up super often when I was learning to make textures in Substance Designer. It's very interesting to see it being used in other contexts as well
First of all, welcome back! Second, this was crazy insightful and these videos are always jam-packed with info and new concepts I haven't considered. Thank you for all that you do
Mind blowing how a texture can be reused in so many different aspects that don't even seem similar at first glance and produce natural results throughout every single field
*_Perlin Noise. Saw it on Unity, became the one thing I wanna learn how it works._* *_Noise is always that one thing that controls everything, even textures._* *_It's just too good to propel a new era of CGI and gaming. But soundwave noise can be tricky (That cool sneak peek of how distortions work)._*
That and various other noise textures. I made a road texture by using a noise texture and stretching it slightly, then having another noise texture as a mask for another noise texture that handles some smaller details. I had the first noise texture also work on the normal map, and on the roughness to make the road seem more 3D and varied. I got told that it was pretty realistic.
First video of yours I've seen an you get an immediate like and subscribe. Super into game development and this was really interesting. Fed my hyperfixation, thank you
Where is 'why' in the title explained? The video barely explained what it is (a noise map, but that's it), but it didn't explain how it was created or why it's so widely used. The whole video was just a list of examples.
I looked into Perlin Noise for my Games Software dissertation. I used its peaks and dips to create height maps and place corresponding game tiles that came together to make islands starting with water, working up to beaches, grassland, forest and mountains
I feel like I didn't really learn anything in this video. Why not show us the algorithm and explain it and how it's inputs are actually used and altered?
Like, you don't actually say what it is, just that it is noise and it was made for Tron. But what is noise? What defines noise? What was the actual function Perlin came up with?
Fantastic video on Perlin noise! I enjoyed learning about its application in creating natural-looking textures and patterns. Are there any other noise algorithms that you would recommend for creating procedural generation in games?
Yes, Simplex noise - also designed by Ken Perlin, has a few advantages. It's faster/cheaper to compute and can easily do higher dimensions (4D, 5D, can be used to animate 3D noise over time like clouds).
I've been using Perlin noise for a while now in my own game development and I'm constantly discovering new ways to utilize it. I've discoverd how its not only for graphics but also for code. I've been using it to add a touch of randomness to item hovering and to control AI aiming accuracy. But the real magic happens when you combine it with a sine wave, it creates a realistic swaying effect for enemies' aim, like they're taking a breath before firing. It's just amazing how much depth and realism it can add to the game.
I hope you’ve defeated the burnout feeling that you felt in the last video. Love your content as a mid beginner 3D artist it’s fun to be walked through all these little industry “secrets”
great video but i feel like it's more explaining what you can do with noise map and not with perlin in particular, what does it have different from other noise algorythm ?
From what i remember dipping my toes into noise maps, it's abt as easy as getting a blank canvas and putting random splotches of grey/black all over it
Perlin noise is a stack of different noises. So you make one random noise texture that goes from 0 to 1024 that had blobs1024-ish pixels across. You then take a second random noise pattern that's 512 pixels across that goes from -256 to +256 and add that in. Then a pattern that's 256 across going from -128 to +128 and add that in. So at each level, you have blobs of half the size and half the strength added in.
Perlin Noise is a specific technique used to generate smooth random textures procedurally, so it’s usually a function in a program that figures out the color at a given pixel.