2 ms·
I think I would try to solve this by having the angle point towards the gradient. (It's been a long time since I took a calculus class, so I hope I'm using the
by elihu 5y ago
I think I would try to solve this by having the angle point towards the gradient. (It's been a long time since I took a calculus class, so I hope I'm using the terminology correctly.) Basically, pick whatever direction points towards the steepest increase in value (or the greatest decrease would work too).
A possible downside depending on what you're doing is that you'd end up where local maxima in the perlin noise have arrows pointing in but not out. (I think this is what a sibling comment is referring to as "divergence".)
- mcphage 5y agoYeah, that seems like the obvious solution—far clearer than playing games with scaling and offsetting.
- jharsman 5y agoYes, the standard solution to this is to use the curl if the scalar valued noise field. This gives you a vector field which is perpendicular to the gradient and i divergence free.