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		<title>Cycling 74  &#187;  Topic: Smooth random?</title>
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		<pubDate>Tue, 18 Jun 2013 21:22:07 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-27274</guid>
					<title><![CDATA[Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-27274</link>
					<pubDate>Wed, 23 Aug 2006 15:34:23 +0000</pubDate>
					<dc:creator>pat@digitalworlds.ufl.edu</dc:creator>

					<description>
						<![CDATA[
						<p>
Hi </p>
<p>i am sure this is relatively a newbie question but is there a way to<br />
smoothout random number generation? I would like a random to generate<br />
random numbers from 1 to 100 but move smoothly around certain areas. A<br />
line perhaps? A tutorial # or an object reference would be greatly<br />
appreciated. </p>
<p>pp</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82329</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82329</link>
					<pubDate>Wed, 23 Aug 2006 15:39:33 +0000</pubDate>
					<dc:creator>Kasper</dc:creator>

					<description>
						<![CDATA[
						<p>>content-class: urn:content-classes:message<br />
>Content-Type: multipart/alternative;<br />
>	boundary=&#8221;&#8212;-_=_NextPart_001_01C6C6C9.9BD20634&#8243;<br />
><br />
><br />
><br />
>Hi<br />
><br />
>i am sure this is relatively a newbie question but is there a way to <br />
>smoothout random number generation? I would like a random to <br />
>generate random numbers from 1 to 100 but move smoothly around <br />
>certain areas. A line perhaps? A tutorial # or an object reference <br />
>would be greatly appreciated.</p>
<p>kind of drunk perhaps???</p>
<p>or rebuild a drunk-like patch using some of the LITTER objects..</p>
<p>of cours eline is a possibility for smoothing, but will not necessary <br />
move AROUND certain areas</p>
<p>best</p>
<p>kasper<br />
&#8211; <br />
  Kasper T. Toeplitz<br />
noise, composition, bass, computer</p>
<p><a href="http://www.sleazeArt.com" rel="nofollow">http://www.sleazeArt.com</a></p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82330</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82330</link>
					<pubDate>Wed, 23 Aug 2006 15:48:59 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>I believe you want Perlin noise?</p>
<p>You can search the web for the algorithm, or the list archives.</p>
<p>
v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
<p>
On Aug 23, 2006, at 11:39 AM, Kasper T Toeplitz wrote:</p>
<p>>> content-class: urn:content-classes:message<br />
>> Content-Type: multipart/alternative;<br />
>>   boundary=&#8221;&#8212;-_=_NextPart_001_01C6C6C9.9BD20634&#8243;<br />
>><br />
>><br />
>> Hi<br />
>><br />
>> i am sure this is relatively a newbie question but is there a way  <br />
>> to smoothout random number generation? I would like a random to  <br />
>> generate random numbers from 1 to 100 but move smoothly around  <br />
>> certain areas. A line perhaps? A tutorial # or an object reference  <br />
>> would be greatly appreciated.<br />
><br />
> kind of drunk perhaps???<br />
><br />
> or rebuild a drunk-like patch using some of the LITTER objects..<br />
><br />
> of cours eline is a possibility for smoothing, but will not  <br />
> necessary move AROUND certain areas<br />
><br />
> best<br />
><br />
> kasper<br />
> &#8212; <br />
>  Kasper T. Toeplitz<br />
> noise, composition, bass, computer<br />
> <a href="http://www.sleazeArt.com" rel="nofollow">http://www.sleazeArt.com</a><br />
><br />
></p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82331</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82331</link>
					<pubDate>Wed, 23 Aug 2006 16:26:24 +0000</pubDate>
					<dc:creator>loibner</dc:creator>

					<description>
						<![CDATA[
						<p>Karlheinz Essl&#8217;s RTC-Lib does contain a number of abstractions for  <br />
random number generation. e.g. &#8220;brownian&#8221;:</p>
<p>&#8220;Random generator based on &#8220;brownian movements&#8221;. Outputs random  <br />
numbers between min <int , float> and max </int><int , float> excluding max.  <br />
The distance between two random numbers is determined by the brownian  <br />
factor <float between 0 and 1>. When this factor is 1, &#8220;brownian&#8221;  <br />
behaves like an ordinary random generator. When the factor is O,  <br />
always the same number is repeated.&#8221;</float></int></p>
<p>And of course there&#8217;s the Litter Library for all sorts of smart  <br />
random number operations.</p>
<p>b.</p>
<p>On Aug/23/2006/, at 17/34, Patrick Pagano wrote:</p>
<p>>  Hi<br />
><br />
> i am sure this is relatively a newbie question but is there a way  <br />
> to smoothout random number generation? I would like a random to  <br />
> generate random numbers from 1 to 100 but move smoothly around  <br />
> certain areas. A line perhaps? A tutorial # or an object reference  <br />
> would be greatly appreciated.</p>
<p>
&#8212;<br />
Bernhard Loibner<br />
sound &#038; media artist</p>
<p><a href="http://loibner.cc" rel="nofollow">http://loibner.cc</a></p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82332</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82332</link>
					<pubDate>Wed, 23 Aug 2006 17:36:58 +0000</pubDate>
					<dc:creator>Gregory Taylor</dc:creator>

					<description>
						<![CDATA[
						<p>And I would also point out that Peter Castine&#8217;s LItter<br />
Power collection of objects contains a wealth of interesting<br />
possibilities.</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82333</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82333</link>
					<pubDate>Wed, 23 Aug 2006 17:39:52 +0000</pubDate>
					<dc:creator>Jeremy Bernstein</dc:creator>

					<description>
						<![CDATA[
						<p>I think you meant to say &#8220;a mess&#8221; of interesting possibilities.</p>
<p>jb</p>
<p>Am 23.08.2006 um 19:36 schrieb Gregory Taylor:</p>
<p>> LItter<br />
> Power collection of objects contains a wealth of interesting<br />
> possibilities</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82334</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82334</link>
					<pubDate>Wed, 23 Aug 2006 17:48:03 +0000</pubDate>
					<dc:creator>Gregory Taylor</dc:creator>

					<description>
						<![CDATA[
						<p>
On Aug 23, 2006, at 7:39 PM, Jeremy Bernstein wrote:</p>
<p>> I think you meant to say &#8220;a mess&#8221; of interesting possibilities.</p>
<p>&#8220;a Messe&#8221; of interesting possibilities. Coming from<br />
someone who has been so assiduous in correcting<br />
my nonexistent German, I&#8217;m shocked. Shocked&#8230;.</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82335</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82335</link>
					<pubDate>Wed, 23 Aug 2006 17:51:51 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>Don&#8217;t forget the Big Friendly Giant! jit.bfg has nice noise functions.</p>
<p>wes</p>
<p>On 8/23/06, Gregory Taylor <gtaylor @rtqe.net> wrote:<br />
><br />
> On Aug 23, 2006, at 7:39 PM, Jeremy Bernstein wrote:<br />
><br />
> > I think you meant to say &#8220;a mess&#8221; of interesting possibilities.<br />
><br />
> &#8220;a Messe&#8221; of interesting possibilities. Coming from<br />
> someone who has been so assiduous in correcting<br />
> my nonexistent German, I&#8217;m shocked. Shocked&#8230;.<br />
><br />
></gtaylor></p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82336</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82336</link>
					<pubDate>Wed, 23 Aug 2006 18:21:35 +0000</pubDate>
					<dc:creator>Gregory Taylor</dc:creator>

					<description>
						<![CDATA[
						<p>
On Aug 23, 2006, at 7:51 PM, Wesley Smith wrote:</p>
<p>> Don&#8217;t forget the Big Friendly Giant! jit.bfg has nice noise functions.</p>
<p>Oh. *THAT&#8217;s* what the acronym means. :-)</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82337</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82337</link>
					<pubDate>Wed, 23 Aug 2006 21:01:36 +0000</pubDate>
					<dc:creator>Joshua Kit Clayton</dc:creator>

					<description>
						<![CDATA[
						<p>
On Aug 23, 2006, at 8:34 AM, Patrick Pagano wrote:</p>
<p>> i am sure this is relatively a newbie question but is there a way  <br />
> to smoothout random number generation? I would like a random to  <br />
> generate random numbers from 1 to 100 but move smoothly around  <br />
> certain areas. A line perhaps? A tutorial # or an object reference  <br />
> would be greatly appreciated.</p>
<p>While all the suggestions are good ones (especially walking around a  <br />
volume of perlin noise (jit.bfg @basis noise.gradient)), it sounds  <br />
like you just want temporal filtering. You could use line, or curve,  <br />
or slide, etc. to perform low pass filtering of continuous data.  <br />
There&#8217;s an example of using jit.slide with a volume of noise to  <br />
generate smooth transitions in jit.matrix-3d-render.pat.</p>
<p>If you don&#8217;t want to use a whole matrix, just replace jit.noise with  <br />
random and jit.slide with slide.</p>
<p>-Joshua</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82338</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82338</link>
					<pubDate>Wed, 23 Aug 2006 21:30:15 +0000</pubDate>
					<dc:creator>pat@digitalworlds.ufl.edu</dc:creator>

					<description>
						<![CDATA[
						<p>Thanks to all for the suggestions, will try tonight<br />
Much thanks! </p>
<p>
Patrick Pagano, B.S., M.F.A<br />
Digital Media Specialist<br />
Digital Worlds Institute<br />
University of Florida<br />
(352) 294-2082</p>
<p>&#8212;&#8211;Original Message&#8212;&#8211;<br />
From: <a href="mailto:jitter-bounces@cycling74.com">jitter-bounces@cycling74.com</a> [mailto:jitter-bounces@cycling74.com]<br />
On Behalf Of Joshua Kit Clayton<br />
Sent: Wednesday, August 23, 2006 5:02 PM<br />
Subject: Re: [jitter] Smooth random?</p>
<p>
On Aug 23, 2006, at 8:34 AM, Patrick Pagano wrote:</p>
<p>> i am sure this is relatively a newbie question but is there a way to <br />
> smoothout random number generation? I would like a random to generate <br />
> random numbers from 1 to 100 but move smoothly around certain areas. A</p>
<p>> line perhaps? A tutorial # or an object reference would be greatly <br />
> appreciated.</p>
<p>While all the suggestions are good ones (especially walking around a<br />
volume of perlin noise (jit.bfg @basis noise.gradient)), it sounds like<br />
you just want temporal filtering. You could use line, or curve, or<br />
slide, etc. to perform low pass filtering of continuous data.  <br />
There&#8217;s an example of using jit.slide with a volume of noise to generate<br />
smooth transitions in jit.matrix-3d-render.pat.</p>
<p>If you don&#8217;t want to use a whole matrix, just replace jit.noise with<br />
random and jit.slide with slide.</p>
<p>-Joshua</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82339</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82339</link>
					<pubDate>Thu, 24 Aug 2006 08:30:21 +0000</pubDate>
					<dc:creator>Peter Castine</dc:creator>

					<description>
						<![CDATA[
						<p>On 23-Aug-2006, at 17:34, Patrick Pagano wrote:<br />
> i am sure this is relatively a newbie question but is there a way  <br />
> to smoothout random number generation? I would like a random to  <br />
> generate random numbers from 1 to 100 but move smoothly around  <br />
> certain areas. A line perhaps? A tutorial # or an object reference  <br />
> would be greatly appreciated.</p>
<p>A few people have mentioned Litter Power, since this is the Jitter  <br />
list I&#8217;d just like to add that Litter Bundle for Jitter has recently  <br />
had some updates on the random number/noise front, together with the  <br />
UB update.</p>
<p>More information, as always, at the URI in the .sig</p>
<p>Best &#8212; Peter</p>
<p>PS to JB &#038; GT: We prefer to describe it as &#8220;eine Masse von  <br />
Zufallsgeneratoren&#8221;&#8230; Messen gibt&#8217;s in der Kirche.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8211;    <a href="http://www.bek.no/~pcastine/Litter/" rel="nofollow">http://www.bek.no/~pcastine/Litter/</a>    &#8212;&#8212;&#8212;&#8212;-<br />
Peter Castine             +&#8211;> Litter Power &#038; Litter Bundle for Jitter<br />
                                Universal Binaries on the way<br />
iCE:  Sequencing,  Recording &#038;<br />
       Interface  Building  for                   |home    | chez nous|<br />
       Max/MSP   Extremely cool                   |bei uns |  i nostri|<br />
       <a href="http://www.dspaudio.com/" rel="nofollow">http://www.dspaudio.com/</a>                   <a href="http://www.castine.de" rel="nofollow">http://www.castine.de</a></p>
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					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82340</link>
					<pubDate>Thu, 24 Aug 2006 08:48:15 +0000</pubDate>
					<dc:creator>Jeremy Bernstein</dc:creator>

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						<p></p>
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					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82341</link>
					<pubDate>Sat, 15 Sep 2012 13:04:07 +0000</pubDate>
					<dc:creator>perevalovds</dc:creator>

					<description>
						<![CDATA[
						<p>Hello. It seems that 1-dimensional Perlin Noise is suitable for Smooth Random needed.<br />
Here is implementation of it using &#8220;js&#8221;.<br />
It&#39;s based on <a href="http://asserttrue.blogspot.com/2011/12/perlin-noise-in-javascript_31.html" rel="nofollow">http://asserttrue.blogspot.com/2011/12/perlin-noise-in-javascript_31.html</a></p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
//&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
// Perlin Noise implementation for Max/MSP javascript.<br />
// by Denis Perevalov<br />
//&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
// Based on Kas Thomas code:<br />
// <a href="http://asserttrue.blogspot.com/2011/12/perlin-noise-in-javascript_31.html" rel="nofollow">http://asserttrue.blogspot.com/2011/12/perlin-noise-in-javascript_31.html</a><br />
// This is a port of Ken Perlin&#39;s Java code. The<br />
// original Java code is at <a href="http://cs.nyu.edu/%7Eperlin/noise/" rel="nofollow">http://cs.nyu.edu/%7Eperlin/noise/</a>.<br />
// Note that in this version, a number from 0 to 1 is returned.<br />
//&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>//Usage:<br />
//send to first inlet input &#8211; x.<br />
//then ferst outlet returns perlin(x).</p>
<p>// inlets and outlets<br />
inlets = 1;				//x, for 1-dim perlin noise<br />
outlets = 1;			//output = perlin(x)</p>
<p>// global variables</p>
<p>var p = new Array(512);<br />
var permutation = [ 151,160,137,91,90,15,<br />
   131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,<br />
   190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,<br />
   88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,<br />
   77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,<br />
   102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,<br />
   135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,<br />
   5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,<br />
   223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,<br />
   129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,<br />
   251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,<br />
   49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,<br />
   138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180<br />
   ];<br />
var _inited = false;</p>
<p>//&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
// float &#8212; run the equation once<br />
function msg_float(x)<br />
{<br />
	var out = perlin( x, Math.sin(x), Math.cos(x) );<br />
	//post(out);<br />
	outlet(0, out);<br />
}</p>
<p>//&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
function init()<br />
{<br />
	post(&#8220;Perlin inited&#8221;);<br />
	for (var i=0; i < 256 ; i++) {<br />
		p[256+i] = p[i] = permutation[i];<br />
	}</p>
<p>}</p>
<p>//&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
function perlin( x, y, z ) {<br />
	if ( !_inited ) {<br />
		_inited = true;<br />
		init();<br />
	}</p>
<p>      var X = Math.floor(x) &#038; 255,                  // FIND UNIT CUBE THAT<br />
          Y = Math.floor(y) &#038; 255,                  // CONTAINS POINT.<br />
          Z = Math.floor(z) &#038; 255;<br />
      x -= Math.floor(x);                                // FIND RELATIVE X,Y,Z<br />
      y -= Math.floor(y);                                // OF POINT IN CUBE.<br />
      z -= Math.floor(z);<br />
      var    u = fade(x),                                // COMPUTE FADE CURVES<br />
             v = fade(y),                                // FOR EACH OF X,Y,Z.<br />
             w = fade(z);<br />
      var A = p[X  ]+Y, AA = p[A]+Z, AB = p[A+1]+Z,      // HASH COORDINATES OF<br />
          B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z;      // THE 8 CUBE CORNERS,</p>
<p>      return scale(lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z   ),  // AND ADD<br />
                                     grad(p[BA  ], x-1, y  , z   )), // BLENDED<br />
                             lerp(u, grad(p[AB  ], x  , y-1, z   ),  // RESULTS<br />
                                     grad(p[BB  ], x-1, y-1, z   ))),// FROM  8<br />
                     lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1 ),  // CORNERS<br />
                                     grad(p[BA+1], x-1, y  , z-1 )), // OF CUBE<br />
                             lerp(u, grad(p[AB+1], x  , y-1, z-1 ),<br />
                                     grad(p[BB+1], x-1, y-1, z-1 )))));<br />
   }</p>
<p>//&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
function fade(t) { return t * t * t * (t * (t * 6 &#8211; 15) + 10); }<br />
function lerp( t, a, b) { return a + t * (b &#8211; a); }<br />
function grad(hash, x, y, z) {<br />
      var h = hash &#038; 15;                      // CONVERT LO 4 BITS OF HASH CODE<br />
      var u = h&lt;8 ? x : y,                 // INTO 12 GRADIENT DIRECTIONS.<br />
             v = h&lt;4 ? y : h==12||h==14 ? x : z;<br />
      return ((h&#038;1) == 0 ? u : -u) + ((h&#038;2) == 0 ? v : -v);<br />
}<br />
function scale(n) { return (1 + n)/2; }	</p>
<p>//&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p> [attachment=203815,4408]</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82342</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82342</link>
					<pubDate>Sun, 16 Sep 2012 15:08:28 +0000</pubDate>
					<dc:creator>Peter Castine</dc:creator>

					<description>
						<![CDATA[
						<p>Interesting. Perlin&#8217;s been on my to-do list for a long time. But it basically looks like pink noise. You could drop in lp.zzz for your [js perlin] and get the same image by tweaking the multiplication factor. And adding an offset… lp.zzz works in the range [-1 .. 1].</p>
<p>Still, if Perlin works for you, great.</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82343</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82343</link>
					<pubDate>Mon, 17 Sep 2012 00:33:53 +0000</pubDate>
					<dc:creator>Floating Point</dc:creator>

					<description>
						<![CDATA[
						<p>I&#8217;m under the impression that Perlin noise is only useful in more than 1 dimension. If it is generated in only 1 dimension it is the same as brownian motion, 1/f noise (if the layering is done so the sample rate is done in octaves and the amplitudes are done as 2^-i).</p>
<p>Is anyone able to confirm that or am I mistaken?</p>
<p>T</p>
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					<guid>http://cycling74.com/forums/topic/smooth-random/#post-82344</guid>
					<title><![CDATA[Re: Smooth random?]]></title>
					<link>http://cycling74.com/forums/topic/smooth-random/#post-82344</link>
					<pubDate>Tue, 18 Sep 2012 22:46:54 +0000</pubDate>
					<dc:creator>ehdyn</dc:creator>

					<description>
						<![CDATA[
						<p>Interesting paper on Wavelet Noise <a href="http://graphics.pixar.com/library/WaveletNoise/paper.pdf" rel="nofollow">http://graphics.pixar.com/library/WaveletNoise/paper.pdf</a></p>
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