Spherical Perlin Noise

I’m not quite done experimenting with 3d perlin noise. Another cool feature that I haven’t seen in flash is to wrap the noise on a sphere seamlessly. Here is the result:


Click the spheres for a slightly larger version

To get the texture to wrap seamless without distortion, we can use the 3d nature of the noise in a interesting way. If we evaluating the 3d-position of each point on the surface of a sphere we can get the noise in that particular point. To convert the point from 3d-space to 2d-space some trigonometry is needed. My math-skills really suck, but my cut-n-paste skills are excellent. Once again, LibNoise showed me the way with 5 lines of code. First I only got chaotic noise with some sort of repeating pattern. It took some time to figure out that I had to convert the numbers to a positive range.

lat = py / height * 180- 90;
lon = px / width * 360-180;
r = Math.cos(DEG_TO_RAD *  lat);

//range between 0-1
_x = (r * Math.cos (DEG_TO_RAD * lon) +1)*.5
_y = (Math.sin (DEG_TO_RAD * lat)+1)*.5
_z = (r * Math.sin(DEG_TO_RAD * lon)+1)*.5

For the sphere and the material/lighting I use Away3d. In the next post I will show you more about that and the tool for creating the different materials. Oh, and it’s looks a lot better animated 🙂