Block Texture Noise

Block Texture Noise

Gneiss Name

3 месяца назад

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@Jakeus101
@Jakeus101 - 18.07.2024 01:22

Using the alt marksman is pretty based, can’t lie.

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@junkice6930
@junkice6930 - 18.07.2024 11:15

I had a mathematically similar issue doing some computational protein research. I found that with things like this, it's really easy to just add more and more layers of differentiation until you go insane.

In my particular case, I was looking at a large family of proteins called nuclear receptors and categorizing them because they serve different functions.
To analyze them further, I divided each of those nuclear receptor sub-families into groups based on which coregulator protein they were bound to.
Then, each of the nuclear receptor sub-family coregulator groups into their bound peptide groups.
Then each of the nuclear receptor sub-family coregulator-peptide groups into their bound ligand.
Then each of the ligand-categorized nuclear receptor sub-family coregulator-peptide groups into the amino acids that the ligand would form a hydrogen bond with
Then organized each of the bonding-residue separated ligand-categorized nuclear receptor sub-family coregulator-peptide groups into the probability that the hydrogen bond would form in an experimental setting...and so on.
At some point, even though there are more variables that could be changed in theory, you just start to run out of data to analyze and your sample size gets too small to really tell if the statistics you're doing actually show anything meaningful.

With the color world, you've gone from separating blocks into their different color spaces, then noise values, then kernel noise. With there being only a couple hundred blocks in the game, I feel like you'll hit a point where there's not enough data to see if the visualizations you're making really mean anything.

But of course that's what science is all about: trying to figure things out and sharing what you did with the world, no matter how unimportant it might seem.
Just don't spin your head too much with abstraction and sub categories lol.

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@plushlover7038
@plushlover7038 - 18.07.2024 16:39

Very cool!

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@audiofox5104
@audiofox5104 - 18.07.2024 19:40

Please add a colour axis as well, i think itd be easier to use the graph with it

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@Mrkol_
@Mrkol_ - 19.07.2024 03:50

You need to Fourier transform them blocks to get the most useful information out of them. Dunno what for though

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@ZERR0R
@ZERR0R - 19.07.2024 18:06

How do you select the pixel colors for the animated blocks? Also, it might be interesting to do this again. I mean, measure the noise of the noise. The noise of second order. Not simply how much the color changes, but how those changes change. The derivative of the noise, if you will.

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@sarahstewart4684
@sarahstewart4684 - 20.07.2024 21:11

Maybe for some ways to filter you could have a few set blocks (stone, cobblestone, wood, ect) to select to say “blocks more/less noisy than this one. I don’t know if it’s possible to make it so that you can just use any block and it can tell, but having some standard blocks!

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@Dumbledorathexplorermf
@Dumbledorathexplorermf - 21.07.2024 22:14

Devil vortex saws

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@McSpeedster2000
@McSpeedster2000 - 21.07.2024 23:01

Have you tried standard deviation of hues/perceptual brightnesses?

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@blockchaaain
@blockchaaain - 22.07.2024 00:08

Fourier transform is what comes to mind.
You won't (initially) get a single value out of it. Instead you get the spectrum of the noise.
But it feels like you may be ultimately seeking info on how that noise is distributed per block.
High frequency noise (changing a lot every pixel) versus low frequency noise (small changes between adjacent pixels).
I think the right kernel/convolution could be essentially the same thing.

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@retro_crasher
@retro_crasher - 22.07.2024 06:34

Have fun with archeology! That's super exciting!

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@Some_Beach
@Some_Beach - 22.07.2024 23:35

This reminds me of that guy who hid barely visible entities with a noisy background to make a disappearing block trick

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@omichromium
@omichromium - 23.07.2024 04:28

LMAOOO THAT ENDING

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@RRRR-jr1gp
@RRRR-jr1gp - 23.07.2024 17:08

Have you considered using Fourier transforms to divide textures in low-frequency and high-frequency? Something like the 1-pixel dithering would be very high frequency while the black-white white-black side would be low-frequency.

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@Susul-lj2wm
@Susul-lj2wm - 26.07.2024 15:46

with how everything clusters up in the bottom left it might be more useful to put this data on a log scale

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@Lyzrinn
@Lyzrinn - 27.07.2024 04:10

Hello Gneiss, could you do a video on how ores are generated in nature ? Genuinely curious to know, in a digestible way like yours, how concentrated and localized ore veins are created in certain spots and not in others !

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@JessupCaine
@JessupCaine - 28.07.2024 08:10

Thank you for your videos.❤ Giving shape 🌐 and form 📐 to color 🎨 and texture. 🪁 Makes the information more memorable. 💡 Thus helpful. 🫠

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@AthesielIcosiel
@AthesielIcosiel - 28.07.2024 22:45

Legitimately so happy you made this video, I've been thinking about this conceptually for years and you managed to put it to video form phenomenally.

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@ultrio325
@ultrio325 - 30.07.2024 13:55

You should work on your aim

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@Risk_223
@Risk_223 - 01.08.2024 01:48

GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD

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@jorgehaswag7294
@jorgehaswag7294 - 01.08.2024 18:43

I think a good experiment would be to change the size of the kernel noise sampling to be smaller (likely to 3 x 3), since I personally consider blocks which have defined areas of low noise which contrast with eachother (such as some of the glazed terracottas) to be less noisy than blocks which have more sustained noise (such as cobblestone or warped/crimson planks). The large kernel sampling brush size you chose likely biases towards considering these blocks with separate low contrast regions as high contrast due to being more likely to catch both regions in one sample, whereas it moves blocks with more localized contrast such as cobblestone lower on the contrast hierarchy because it mixes in more datapoints that average out the contrast which would be percieved on a local scale.

In any case, I think it could be quite interesting to see how changing the sampling area affects results

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@danmur15
@danmur15 - 01.08.2024 19:01

Cool ultrakill map, but i wish i could hear what you were saying lmao

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@zoozoo_gaming
@zoozoo_gaming - 02.08.2024 06:57

I don’t see the noise anywhere

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@William8Million
@William8Million - 03.08.2024 10:29

You can’t escape. It is subtle, but the devil vortex is there.

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@LiamTolentino
@LiamTolentino - 03.08.2024 20:37

Just wondering, what did you do for the calculations for animated textures like sculk and sea lanterns? I know those animations are really subtle so they wouldn't change too much, but I was curious if you just calculated on the first frame of animation or averaged them out

Anyway, love your videos! :)

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@JackCat101
@JackCat101 - 04.08.2024 01:07

did anyone else see devil vortex in the thumbnail?

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@Xazoq
@Xazoq - 06.08.2024 23:18

The thumbnail kinda looks like the devil vortex saws mirrored

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@lastfirst2930
@lastfirst2930 - 12.08.2024 06:35

No idea what this video was about but it was interesting so i watched it

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@redthunder6183
@redthunder6183 - 12.08.2024 18:35

Wow this is really cool, I’m not a builder but I always disliked this, people would use gradients but use blocks that have a lot of “noise” in smaller builds so when you view the build from a reasonable distance it looks really jarring and sticks out a ton.

I am a more technical person, so I really appreciate and find it interesting how you were able to quantify this!

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@joachimcornu3245
@joachimcornu3245 - 15.08.2024 23:26

Hello! Thanks for the video, you're getting me way more interested in geology than I expected to be... and I had a question I wanted to ask you. On a small multiplayer server I have with a friend, I'm trying to improve the geology of the world to make it more interesting to visit. Would you recommend any real world ecological biome that doesn't exist in minecraft? For instance I want to try and recreate your granite cliff, it looked really amazing. Thank you and good day!

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@remuladgryta
@remuladgryta - 16.08.2024 20:56

another way to classify blocks that might be interesting would be something like "highlight color" or "contrast color" where instead of ordering blocks based on their average color, you order them by the color that's most different from their average color. e.g. the copper ore block would be classified as having orange highlights and the red mushroom block would be classified as white highlights

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@userNULL
@userNULL - 18.08.2024 10:16

Brutal, Anarchic, Supreme, Sadistic... GNEISS

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@vrtcGD
@vrtcGD - 19.08.2024 05:17

Feels like I'm watching a SethBling video from way back

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@ashtinever2407
@ashtinever2407 - 19.08.2024 12:48

Thank you for explaining this!!! Me and my friends have been working on a map for a while, And we have a friend who gets on occasionally to hang out When we're building. He likes to try to help out In different ways One of which is by coming up with color pilots for builds But he only ever focuses on the color of the block 😅 We've tried to explain to him that The texture of the black is important to but he just doesn't seem to get it. Definitely will be sharing this videonext time it comes up. He really likes your color videos so hopefully this speak to him in a way he understands Cause I don't think we're explaining it in a way that He gets. Or you know he's just messing with us.

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@tux1468
@tux1468 - 24.08.2024 05:33

four years and i still think the texture redesign looks ugly as sin

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@FemboyCat420
@FemboyCat420 - 24.08.2024 19:05

I <3 THE CYBERGRIND!!!111!!

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@SisterRose
@SisterRose - 02.09.2024 21:50

Not to overcomplicate things, but I feel that separating by Hue and Saturation is much more important than lightness in some cases, as this tool is for colour harmonies. Blocks with a lot of disparate colours like unseparated ore, glazed Terracotta etc. are going to be harder to work into "block as a pixel" type building vs something like a Note Block which is essentially 100% shades of brown but varies quite a bit in terms of local lightness. The Mushroom block should be lower for that reason, maybe, but if you're already taking this into account it could explain why the Diamond block was higher as it seems to shift between shades of aquamarine, turquoise etc.

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@hoseja
@hoseja - 03.09.2024 11:11

I am yet again asking you to consider least square methods.

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@masoncox1248
@masoncox1248 - 05.09.2024 07:31

I wonder if bdubs watches this guy!

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@june9914
@june9914 - 06.09.2024 03:21

I’d say small amounts of high contrast (most notably, ore) is far more noisy than very textured blocks of similar colours, and I feel like those cases don’t get caught by average noise or kernel noise (i guess it would be colour ‘range’?)

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@atlasflatt5638
@atlasflatt5638 - 12.09.2024 08:03

idea for a third axis, have the average color along that axis

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@that_one_helljumper
@that_one_helljumper - 28.10.2024 17:18

I can't even hear you in the end of the video xd

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