Great, it could be added to noise.frag I guess.
It depends on how fast it is - and what exactly doesn't work with the current options. There are a whole bunch of different noise functions in noise.frag, including rather different voronoi type noise for domains. Perlin/simplex and other noise is used fine in photorealistic terrain creation for digital fine-art / movies.
I was thinking of trying worley noise for water caustics (in really shallow parts, and at close range) at some point for WS3, when the water shader gets addressed. Not sure if it would be noticeably better than some version of the wave formula.
erik wrote in Sat Dec 11, 2021 2:17 pm:different noise implementations which could be used for improving large scale land-class rendering.
I think one existing issue is that the noise scales are tuned too short when textures are stretched across really large distances in a few areas - a solution ftps is working on just involves using different scales based on the texture.
Kind regards