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.
#Wootility RGB Settings>Noise Scaling is wrong
1 messages · Page 1 of 1 (latest)
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
@still mica can we maybe just label it with more and less for the noise and not a percentage
Not sure I follow what you are saying. Here is a texture with a small scale^
and here it is scaled up
scale is not size
I work in major film visual fx and this is what scaling a noise does in all major products, such as houdini
i get that just in your original text you jsut said larger and tiny noise texture which would imply a texture size not scaling
further more i think the percentage thing is kinda bad either way round
and we should just label each end with more or less
increasing scale generally causes the noise function to vary over a larger area.
so in a sense scale is size, typically
all good though. Whatever you guys want to do with it.
Ya seems like you have ideas. Just a bit unintuitive as is.
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might be a classic "developer sucks at naming things" moment tbh
i thought we had some slider with slow and fast already for the wave
oh that was v4 or v3 i think
Looking at the implementation I multiply the coordinates I pass to the noise function by the scale
Which is maybe weird?
i was able to find perlin noise generators with "scale" meaning either thing
most of them had your definition though
maybe wordingf should be revisited, as flipping the slider is maybe a bit crappy for ux :/
that explains it. If your coords make larger jumps by increased scaling, the texture will compress into a smaller space
not particularly intuitive
I see why you named it the way you did. It makes sense in context of the impl
Having it labeled by percentage kind of sucks but there's not much else I can think of that would fit better
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"
or Noise Amount
and then leave the slider how it is
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 :)
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
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.