Comments (6)
@Auburn Do you think this is possible? Or is there maybe some way already now to see those values?
from fastnoise2.
There is no way to get the theoretical min/max directly from the node tree, it would need to be something more rudimentary like the min/max y vert position from the meshes
from fastnoise2.
Ok, then it would be best to display the min/max coordinate each for X/Y/Z of the mesh. I assume that's probably easy to implement?
from fastnoise2.
I have a request that's similar to knowing the output bounds, normalizing.
I have a need to normalize the output, ensuring it's clamped between 0 and 1. I'm trying to replace my own noise generation code, where I pre-calculate the global max & min, and then normalize my output to be between 0 and 1.
Is there a way to do this with a node? I was messing around with the remap
one, with little success.
Edit: Even if there was a way to guarantee the noise output of this lib could be -1 -> 1
that would be very helpful.
from fastnoise2.
For reference this is how I currently normalize my noise:
private static void Normalize(float[] noiseArr, float minHeight, float maxHeight, float lowerBound, float upperBound)
{
for(int i = 0; i < noiseArr.Length; i++)
{
float normalized = Maths.InverseLerp(minHeight, maxHeight, noiseArr[i]);
if (normalized < lowerBound)
{
normalized = 0;
}
else if (normalized > upperBound)
{
normalized = 1;
}
noiseArr[i] = Maths.InverseLerp(lowerBound, upperBound, normalized);
}
}
from fastnoise2.
I've added a min air Y and max solid Y for the voxel mesh: a228926
Calculating the theoretical min/max for a node tree would be quite a lot of work to add. I think in a lot of cases it wouldn't even be that useful since it would be very far off from the actual output in many cases.
from fastnoise2.
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from fastnoise2.