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@crispsammich my favorite thing to do with it is turn it upside down to make flowing crests. the desert here is based on that.
we'll find a place in the noise which used to be a hill or pit crossing the 0 line- in folded noise, this will have a circular crease around it (or most of it, with a little isthmus). here is what it looks like with (1) smooth step (2) smootherstep. see how square these are?
@samuraidan i actually do use something related for lighting, as one of the components! it checks for convexity at a few scales and blends it into the mix. left is a mix with greater emphasis on that- it's a bit like lighting on an overcast day. right same scene, with directional emphasized.
if you crank up the ridge density you get a very synthetic feel, with moire patterns.
you can get interesting sea star mounds out of this. one neat thing about sin (slope angle) is that it's continous (though you do get pinch points at flat areas, which i'm removing here by dividing by slope steepness.
placeholder player ship. i think it will be some sort of immaterial or shapeshifting bubble, with very minimal visible instrumentation.
if you do this uncorrected, you get little pinch points. these are from gentle maxima and minima.
now that the noise compositing functionality is working, you can use it in unconventional ways. here i'm getting sinuous barrier walls of rock by band passing it