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	<title>Comments on: 3D Perlin noise in Flash</title>
	<atom:link href="http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/feed/" rel="self" type="application/rss+xml" />
	<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/</link>
	<description>Actionscript Games, Physics and Papervision3D</description>
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		<title>By: Papervision3D clouded planet Earth tutorial and source &#171; Benny&#8217;s Blog</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-206</link>
		<dc:creator>Papervision3D clouded planet Earth tutorial and source &#171; Benny&#8217;s Blog</dc:creator>
		<pubDate>Fri, 19 Jun 2009 17:14:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-206</guid>
		<description>[...] the runtime visibility map I&#8217;ve used the ever amazing perlin noise effect. Since perlin noise works with a phase I can use that to animate perlin noise and apply the results [...]</description>
		<content:encoded><![CDATA[<p>[...] the runtime visibility map I&#8217;ve used the ever amazing perlin noise effect. Since perlin noise works with a phase I can use that to animate perlin noise and apply the results [...]</p>
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		<title>By: Flash on the Beach and some Perlin Noise &#124; kelvinluck.com</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-205</link>
		<dc:creator>Flash on the Beach and some Perlin Noise &#124; kelvinluck.com</dc:creator>
		<pubDate>Wed, 05 Nov 2008 22:15:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-205</guid>
		<description>[...] got interested by Robert&#8217;s mention of perlin noise. Seb Lee-Delisle posted on Sunday about 3D Perlin Noise in Flash &#8211; it looks like a really interesting way to take this further. I can&#8217;t wait to see what [...]</description>
		<content:encoded><![CDATA[<p>[...] got interested by Robert&#8217;s mention of perlin noise. Seb Lee-Delisle posted on Sunday about 3D Perlin Noise in Flash &#8211; it looks like a really interesting way to take this further. I can&#8217;t wait to see what [...]</p>
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		<title>By: Stu</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-204</link>
		<dc:creator>Stu</dc:creator>
		<pubDate>Wed, 30 Jul 2008 01:54:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-204</guid>
		<description>Looks like a couple of people have optimized the AS perlin noise (check the comments on the original page)</description>
		<content:encoded><![CDATA[<p>Looks like a couple of people have optimized the AS perlin noise (check the comments on the original page)</p>
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		<title>By: seb</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-202</link>
		<dc:creator>seb</dc:creator>
		<pubDate>Sun, 13 Jan 2008 20:39:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-202</guid>
		<description>hey Eric, yeah any noise algorithm that requires a blur filter kinda defeats the object! In fact that&#039;s one of Ken Perlin&#039;s main motivations was to avoid the need for CPU expensive blurring. So very glad I could help :-)

cheers

Seb</description>
		<content:encoded><![CDATA[<p>hey Eric, yeah any noise algorithm that requires a blur filter kinda defeats the object! In fact that&#8217;s one of Ken Perlin&#8217;s main motivations was to avoid the need for CPU expensive blurring. So very glad I could help <img src='http://sebleedelisle.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>cheers</p>
<p>Seb</p>
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		<title>By: eyefisher</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-203</link>
		<dc:creator>eyefisher</dc:creator>
		<pubDate>Fri, 11 Jan 2008 20:21:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-203</guid>
		<description>Hey Seb,

I had the same question as Evan. I solved it the same way, but used a blur filter over a container. Turning on smoothing makes a lot more sense. Why do I always overcomplicate things.

Thanks Seb... AND RON... for the inspiration! This is just beautiful and I can&#039;t wait to see other implementations of this!

Eric Bowers</description>
		<content:encoded><![CDATA[<p>Hey Seb,</p>
<p>I had the same question as Evan. I solved it the same way, but used a blur filter over a container. Turning on smoothing makes a lot more sense. Why do I always overcomplicate things.</p>
<p>Thanks Seb&#8230; AND RON&#8230; for the inspiration! This is just beautiful and I can&#8217;t wait to see other implementations of this!</p>
<p>Eric Bowers</p>
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		<title>By: seb</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-201</link>
		<dc:creator>seb</dc:creator>
		<pubDate>Mon, 07 Jan 2008 23:49:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-201</guid>
		<description>Hey Evan!

2, suggestions for you to try :

1. Make sure your bitmap is REALLY small, I think mine is actually only about 100-200 pixels wide, and then blown up with smoothing on.

2. Make sure the z-steps are REALLY small! I can&#039;t remember how much I&#039;m changing every frame but I think it&#039;s only around 0.1 or 0.01.

Oh and also maybe I&#039;ll post the code sooner or later!?

cheers

Seb</description>
		<content:encoded><![CDATA[<p>Hey Evan!</p>
<p>2, suggestions for you to try :</p>
<p>1. Make sure your bitmap is REALLY small, I think mine is actually only about 100-200 pixels wide, and then blown up with smoothing on.</p>
<p>2. Make sure the z-steps are REALLY small! I can&#8217;t remember how much I&#8217;m changing every frame but I think it&#8217;s only around 0.1 or 0.01.</p>
<p>Oh and also maybe I&#8217;ll post the code sooner or later!?</p>
<p>cheers</p>
<p>Seb</p>
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		<title>By: Evan</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-200</link>
		<dc:creator>Evan</dc:creator>
		<pubDate>Wed, 02 Jan 2008 20:52:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-200</guid>
		<description>Hi Seb,

Your 3D Perlin noise example is just breathtaking.

I have been trying to implement the z slicing technique to animate the noise while using Ron&#039;s class but to no avail.  Ron&#039;s example has the Perlin.noise(x, y, z) static method return a Number .... when I onEnterframe with a recall to Perlin.noise with a change in the z parameter I just get a really jerky anim and nowhere near as good looking as yours.

Is there a way to just call Perlin.noise once and then slice from there?

May you please provide some more tips or source code.

thanks again,

Evan</description>
		<content:encoded><![CDATA[<p>Hi Seb,</p>
<p>Your 3D Perlin noise example is just breathtaking.</p>
<p>I have been trying to implement the z slicing technique to animate the noise while using Ron&#8217;s class but to no avail.  Ron&#8217;s example has the Perlin.noise(x, y, z) static method return a Number &#8230;. when I onEnterframe with a recall to Perlin.noise with a change in the z parameter I just get a really jerky anim and nowhere near as good looking as yours.</p>
<p>Is there a way to just call Perlin.noise once and then slice from there?</p>
<p>May you please provide some more tips or source code.</p>
<p>thanks again,</p>
<p>Evan</p>
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		<title>By: seb</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-199</link>
		<dc:creator>seb</dc:creator>
		<pubDate>Thu, 15 Nov 2007 00:36:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-199</guid>
		<description>Ron : thanks for that, I&#039;ve just integrated the new version and it definitely seems improved. I&#039;m still working and should have couple more examples ready over the next few days.

Kevin : great work... keep sending this through. And I hope you&#039;ll like what I&#039;m about to post... watch this space :-)</description>
		<content:encoded><![CDATA[<p>Ron : thanks for that, I&#8217;ve just integrated the new version and it definitely seems improved. I&#8217;m still working and should have couple more examples ready over the next few days.</p>
<p>Kevin : great work&#8230; keep sending this through. And I hope you&#8217;ll like what I&#8217;m about to post&#8230; watch this space <img src='http://sebleedelisle.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Kelvin Luck</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-198</link>
		<dc:creator>Kelvin Luck</dc:creator>
		<pubDate>Tue, 13 Nov 2007 23:30:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-198</guid>
		<description>Glad you liked it :) Definitely looking forward to seeing where you are taking it in 3D - especially now Ron has optimised the class...

I just blogged my examples and updated the page with instructions for where you can find the sourcecode if anyone is interested:

http://kelvinluck.com/article/flash-on-the-beach-and-some-perlin-noise</description>
		<content:encoded><![CDATA[<p>Glad you liked it <img src='http://sebleedelisle.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Definitely looking forward to seeing where you are taking it in 3D &#8211; especially now Ron has optimised the class&#8230;</p>
<p>I just blogged my examples and updated the page with instructions for where you can find the sourcecode if anyone is interested:</p>
<p><a href="http://kelvinluck.com/article/flash-on-the-beach-and-some-perlin-noise" rel="nofollow">http://kelvinluck.com/article/flash-on-the-beach-and-some-perlin-noise</a></p>
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		<title>By: Ron</title>
		<link>http://sebleedelisle.com/2007/11/3d-perlin-noise-in-flash/comment-page-1/#comment-197</link>
		<dc:creator>Ron</dc:creator>
		<pubDate>Tue, 13 Nov 2007 18:40:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.sebleedelisle.com/?p=134#comment-197</guid>
		<description>Heh, thanks... but you really should thank Ken Perlin for putting that code up. Hell, I can&#039;t even begin to figure out where to put in an extra dimension in that code of his.
Btw, I&#039;ve updated the class: there was a slight error in the falloff (a higher amount of octaves dampened the result). I&#039;ve also tried to optimize it a bit: precalculated the Math.pow and used multiplication instead of division.</description>
		<content:encoded><![CDATA[<p>Heh, thanks&#8230; but you really should thank Ken Perlin for putting that code up. Hell, I can&#8217;t even begin to figure out where to put in an extra dimension in that code of his.<br />
Btw, I&#8217;ve updated the class: there was a slight error in the falloff (a higher amount of octaves dampened the result). I&#8217;ve also tried to optimize it a bit: precalculated the Math.pow and used multiplication instead of division.</p>
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