Noise vs anisotropy: a different procedural noise

I am experimenting a bit and came up with a procedural noise texture that allows fairly easy control over the amount of anisotropy. Details (including code of course) and a comparison with Gabor and Perlin are in this article.

An example (anisotropic and no anisotropy respectively):



Some more tweaking might be needed, feedback welcome of course :slight_smile:

Happy New Year!

– Michel.