#Wootility RGB Settings>Noise Scaling is wrong

1 messages · Page 1 of 1 (latest)

shrewd socket
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Just a quick drive by feedback/bug that the "Scale" slider for noise mode is backward. Higher scale values should result in a larger noise texture, aka less variation, where 100% is almost just a single color at a time for the whole keyboard. Very low values should make the noise texture very tiny, aka per key variation. It is currently the opposite and unintuitive. This is objectively wrong.

cobalt estuary
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but if the noise texture is tiny youd get less regions so to say because there is less area for the noise to be in

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@still mica can we maybe just label it with more and less for the noise and not a percentage

shrewd socket
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and here it is scaled up

cobalt estuary
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scale is not size

shrewd socket
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I work in major film visual fx and this is what scaling a noise does in all major products, such as houdini

cobalt estuary
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i get that just in your original text you jsut said larger and tiny noise texture which would imply a texture size not scaling

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further more i think the percentage thing is kinda bad either way round

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and we should just label each end with more or less

shrewd socket
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increasing scale generally causes the noise function to vary over a larger area.

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so in a sense scale is size, typically

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all good though. Whatever you guys want to do with it.

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Ya seems like you have ideas. Just a bit unintuitive as is.

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❤️

still mica
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might be a classic "developer sucks at naming things" moment tbh

cobalt estuary
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i thought we had some slider with slow and fast already for the wave

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oh that was v4 or v3 i think

still mica
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Looking at the implementation I multiply the coordinates I pass to the noise function by the scale

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Which is maybe weird?

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i was able to find perlin noise generators with "scale" meaning either thing

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most of them had your definition though

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maybe wordingf should be revisited, as flipping the slider is maybe a bit crappy for ux :/

shrewd socket
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not particularly intuitive

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I see why you named it the way you did. It makes sense in context of the impl

still mica
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Having it labeled by percentage kind of sucks but there's not much else I can think of that would fit better

shrewd socket
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I'd personally flip the slider so that increasing scale makes the noise texture larger. From a more laymen perspective maybe instead of "Scale" you could call it "Noise Frequency"

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or Noise Amount

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and then leave the slider how it is

still mica
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I've seen a significant amount of people confused why it's called that in the first place, if you don't know what perlin noise is, it's kind of meaningless :^)

But yeah, thanks for the feedback, we'll look at this internally :)

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as a sneak peek, we have a feature cooking up internally that can take a linear gradient as input for the noise instead of 2 colors, it's really nice :D

shrewd socket
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Nice. Ya I would love to add more colors. On that note, it is mildly disappointing that if I change to another mode like spiral and back to noise, it resets the colors. I would like them to be what I had them set to last.