This is the raw noise for a hypertexture using Perlin noise

This code is branched from the Ray Tracer code, with the perlin noise function added and the hit function and normal calculations for the volume of noise/density.

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>