Worley Turbulence

-·-- ·--·

Home

Worley plugin for download

By Yves Poissant

Still while working on my Ophthalmology project I needed to apply my radial plugin onto a cellular texture. Unfortunately, the texture plugins are not perturbable. So I rolled up my sleeves and programmed my own Cellular Texture plugin. I named it Worley after Steven Worley the inventor of this method of producing textures. He published an article in SIGGRAPH 96 titled "A Cellular Texture Basis Function". There is a slide show type of presentation of the paper with nice pictures by Michael Monks. My plugin implements the Cellular Texture Basis Function as described in the Worley Paper complete with some of Worley suggestions for enhancement and user's access to all the parameters.

How to use the plugin

Unlike the other Cellular textures for A:M, the one I developed have all the knobs exposed so you can experiment at will with it and find some interesting textures. Playing with the parameters can gives weird effects like a completely black or completely white texture (assuming you experiment with black and white colors) because of the way the functions add together. To help determine what is happening, I added a tiny button that displays the current min and max values returned by the function using the current setup. What you need to know is that those numbers represent percent of texture values. What is used by A:M are values between -100% and +100%. Any values outside those ranges are clipped by A:M and any negative values are folded into positive values. The "Limit" checkbox clips any values below 0% so that eliminates the folding of negative values. "Bias" can be used to shift the function values toward the negative or toward the positives so if you have a setting that produces values completely on one or the other side of +100% or -100% you can bring the values back within the -100% and +100%. "Gain" will amplify the values of the function. It is by using very high gain that the function can produce textures of the flagstone kind.

C1 to C4 values are what defines different textures by combining different functions together in different amount. For instance C1=1 defines the standard cell texture (the second sample below), C1=1 and C2=-1 defines the standard network texture (the third sample below), the one that can be used to make flagstone. As for the distance function, the standard one is Euclidian But Manhattan gives nice effect too. Minkovsky is a distance function that uses the exponent value and can be used to calculate distances other that Manhattan or Eucllidian. For instance with the exponent set to 1, you have the Manhattan distance and with exponent set to 2 you have the Euclidian distance. Things start looking funkier with exponent like 0.5 or 1.5 or even 4.0. Above 4.0 for exponent, the functions start to warp which starts to cause sharp discontinuities in the texture.

I share it for those who want to experiment with it. What I ask in return is that I would like to receive the material files if you find any setup that gives interesting textures. Fair enough? Depending on what I will receive, I might setup a page on my site and make them available with the proper credit. You can download the plugin here. Simply place the file in the Hash "Turbulence" folder. You might also want to download the project file that produced the image above to get you started.

The plugin is in beta state. Meaning that I do not intend to dotechnical support for it. I can answer question that pertains to how to use it and I welcome any bug reports but I can't correct bugs right now if you find some. However I developed it for my Ophthalmology project and it already does much more than what I needed. Use it at your own risk. I might come back to it later and push it a little further but I have to continue on my Ophthalmology project now.

NOTE: The plugin is available only for the Windows platform unfortunately.

Here are one evening worth of experimental samples
of what can be produces with it:

© Yves Poissant, 2001