Pull an owl onto a ball Hey, topology freaks! How do I map 2d perlin noise onto a sphere?
So far I came with one solution:
1. pick north and south pole
2. for each pole, project perlin noise plane around it.
3. as soon as noise goes over the hemisphere, start fading it out.
Obviously the noise is non-uniform now, but for a video game nobody will notice. Especially if I keep renewing the sampling. Still how to do it properly?
Of course fractal noise, gaussian and 3d perlin noise are more elegant, but I have overly optimized 2d noise generator so I want to reuse it here.
Current Mood:
contemplative