Weird seam on OpenGL sphere

Luca Maiolo's icon

Hi guys, this thing is driving me crazy, why does this seam appear as soon as I apply noise on the heightmap through the jit.gl.material object?

Yoann's icon

This is normal, it's because the noise is not the same on the edges.
Check out the "tilling" part in Andrew's patch here: https://cycling74.com/tutorials/the-great-jit-gl-bfg-round-up

Luca Maiolo's icon

Sorry, i did not quite get what you mean. You mean that jit.gl.bfg might be better at this than jit.noise?
In case I wanted to use noise as a source for randomness in heightmap how would i fix the seam while conserving the structure of the patch i screenshotted above? Sorry for all the questions but i am quite a beginner in Jitter :D

Yoann's icon

Ok, I meant to mirror the noise, so the left / right edges are the same.
You can insert this (jit.pix) after the noise.
About jit.noise vs jit.gl.bfg. I guess jit.gl.material accepts a texture as well as a matrix, so, yes, theoretically jit.gl.bfg is better because running on the GPU, but it might not been needed.

Max Patch
Copy patch and select New From Clipboard in Max.


Pedro Santos's icon

The noise you're applying is a 2d texture.
It's going to be wraped around in the sphere so the right edge of the texture is going to be neighbour to the left edge. Since they don't "coincide" in tems of content (heightmap), you see the seam you're referring to.
One solution would be to copy the contents of the first column to the last, so they will coincide...

Max Patch
Copy patch and select New From Clipboard in Max.

Luca Maiolo's icon

Great! That was bugging me! Thanks to you both guys! Wonderful community as always :D