use noice::{utils::*, *}; fn main() { // Large slime bubble texture. let large_slime = Billow::new() .set_seed(0) .set_frequency(4.0) .set_lacunarity(2.12109375) .set_octaves(1); // Base of the small slime bubble texture. This texture will eventually // appear inside cracks in the large slime bubble texture. let small_slime_base = Billow::new() .set_seed(1) .set_frequency(24.0) .set_lacunarity(2.14453125) .set_octaves(1); // Scale and lower the small slime bubble values. let small_slime = ScaleBias::new(&small_slime_base) .set_scale(0.5) .set_bias(-0.5); // Create a map that specifies where the large and small slime bubble // textures will appear in the final texture map. let slime_map = RidgedMulti::new() .set_seed(2) .set_frequency(2.0) .set_lacunarity(2.20703125) .set_octaves(3); // Choose between the large or small slime bubble textures depending on // the corresponding value from the slime map. Choose the small slime // bubble texture if the slime map value is within a narrow range of // values, otherwise choose the large slime bubble texture. The edge // falloff is non-zero so that there is a smooth transition between the // two textures. let slime_chooser = Select::new(&large_slime, &small_slime, &slime_map) .set_bounds(-0.375, 0.375) .set_falloff(0.5); // Finally, perturb the slime texture to add realism. let final_slime = Turbulence::new(slime_chooser) .set_seed(3) .set_frequency(8.0) .set_power(1.0 / 32.0) .set_roughness(2); let planar_texture = PlaneMapBuilder::new(&final_slime) .set_size(1024, 1024) .build(); let seamless_texture = PlaneMapBuilder::new(&final_slime) .set_size(1024, 1024) .set_is_seamless(true) .build(); // Create a slime palette. let slime_gradient = ColorGradient::new() .clear_gradient() .add_gradient_point(-1.0, [160, 64, 42, 255]) .add_gradient_point(0.0, [64, 192, 64, 255]) .add_gradient_point(1.0, [128, 255, 128, 255]); let mut renderer = ImageRenderer::new().set_gradient(slime_gradient); renderer .render(&planar_texture) .write_to_file("texture_slime_planar.png"); renderer .render(&seamless_texture) .write_to_file("texture_slime_seamless.png"); }