Procedural Noise using Sparse Gabor Convolution

Hi all,
while blender has improved with a lot of great tools recently,
there is one important part that stays behind: Procedural Textures

Recently i found this:
Procedural Noise using Sparse Gabor Convolution

Noise is an essential tool for texturing and modeling. Designing interesting textures with noise calls for accurate spectral control, since noise is best described in terms of spectral content. Texturing requires that noise can be easily mapped to a surface, while high-quality rendering requires anisotropic filtering. A noise function that is procedural and fast to evaluate offers several additional advantages. Unfortunately, no existing noise combines all of these properties.
In this paper we introduce a noise based on sparse convolution and the Gabor kernel that enables all of these properties. Our noise offers accurate spectral control with intuitive parameters such as orientation, principal frequency and bandwidth. Our noise supports two-dimensional and solid noise, but we also introduce setup-free surface noise. This is a method for mapping noise onto a surface, complementary to solid noise, that maintains the appearance of the noise pattern along the object and does not require a texture parameterization. Our approach requires only a few bytes of storage, does not use discretely sampled data, and is nonperiodic. It supports anisotropy and anisotropic filtering. We demonstrate our noise using an interactive tool for noise design.

http://artis.inrialpes.fr/Publications/2010/BLVLDT10/

There are doc’s and example code available on the website :wink:
I think this would be a great addition to blenders textures,
The examples looks like C code to me, i only know some python :frowning:

Funny, I would argue that the procedural textures are fairly decent right now, especially with the fact we now have texture node trees for virtually any texture that’s impossible to do otherwise.

This though could be a useful addition as a new noise type or selectable noise algorithm along with the others like voronoi and the native Blender algorithm.

Funny, I would argue that the procedural textures are fairly decent right now, especially with the fact we now have texture node trees for virtually any texture that’s impossible to do otherwise.

This is true, and i realy like the texture nodes, but a voronoi texture for example is somewhat slow to calculate (slightly increased rendertimes).
This new noise type is fast and can give a nice variety of textures
and it is also cool for NPR ( see second link in first post )

The more procedural texture options and controls, the better. Think MapZone.