use noice::{utils::*, *}; fn main() { // Primary jade texture. The ridges from the ridged-multifractal function // produces the veins. let primary_jade = RidgedMulti::new() .set_seed(0) .set_frequency(2.0) .set_lacunarity(2.20703125) .set_octaves(6); // Base of the secondary jade texture. The base texture uses concentric // cylinders aligned on the z axis, which will eventually be perturbed. let base_secondary_jade = Cylinders::new().set_frequency(2.0); // Rotate the base secondary jade texture so that the cylinders are not // aligned with any axis. This produces more variation in the secondary // jade texture since the texture is parallel to the y-axis. let rotated_base_secondary_jade = RotatePoint::new(base_secondary_jade).set_angles(90.0, 25.0, 5.0, 0.0); // Slightly perturb the secondary jade texture for more realism. let perturbed_base_secondary_jade = Turbulence::new(rotated_base_secondary_jade) .set_seed(1) .set_frequency(4.0) .set_power(1.0 / 4.0) .set_roughness(4); // Scale the secondary jade texture so it makes a small contribution to the // final jade texture. let secondary_jade = ScaleBias::new(&perturbed_base_secondary_jade) .set_scale(0.25) .set_bias(0.0); // Add the two jade textures together. These two textures were produced // using different combinations of coherent noise, so the final texture // will have a lot of variation. let combined_jade = Add::new(&primary_jade, &secondary_jade); // Finally, perturb the combined jade texture to produce the final jade // texture. A low roughness produces nice veins. let final_jade = Turbulence::new(combined_jade) .set_seed(2) .set_frequency(4.0) .set_power(1.0 / 16.0) .set_roughness(2); let planar_texture = PlaneMapBuilder::new(&final_jade) .set_size(1024, 1024) .build(); let seamless_texture = PlaneMapBuilder::new(&final_jade) .set_size(1024, 1024) .set_is_seamless(true) .build(); // Create a jade palette. let jade_gradient = ColorGradient::new() .clear_gradient() .add_gradient_point(-1.000, [24, 146, 102, 255]) .add_gradient_point(0.000, [78, 154, 115, 255]) .add_gradient_point(0.250, [128, 204, 165, 255]) .add_gradient_point(0.375, [78, 154, 115, 255]) .add_gradient_point(1.000, [29, 135, 102, 255]); let mut renderer = ImageRenderer::new().set_gradient(jade_gradient); renderer .render(&planar_texture) .write_to_file("texture_jade_planar.png"); renderer .render(&seamless_texture) .write_to_file("texture_jade_seamless.png"); }