I’m creating volume textures for volumetric ray marching (Creating this with Unity and a fragment shader)
I have depth value that increases the starting position on the x, y or z axis.
Doing this additivley, results in an ulgy side view where you can see the stacked planes.
When I multiply the depth value with the starting position, the result is a bit more convincing but the frequency will increase with the depth. I didn’t find any 3D noise algorithms that take an extra parameter for the frequency, they all do it with the UVs (the position in my case).
Can’t really figure out how to do it correctly.
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