Hi there! I've followed your tutorials for a long while now, and they're part of what got me into shader coding! There's one thing I've been struggling to figure out, though, and that's how you get the 3D internal perlin noise to work for the potions - I've looked into raymarching, and I've been able to create geometric objects and parallax effects, but I don't really understand how it is that you get the perlin swirlies to work in 3D. Once again, huge fan of your work! if you have any resources, or anywhere to go for tutorials on internal perlin noise, please let me know! I hope you have a wonderful day!!
hey tysm !! so a lot of programs actually have a 3d perlin noise function built in - figuring out how to get it usable actually was the thing that tripped me up for a while too!! in unity i believe there is a 3d noise function - i had to do like three nested for loops and called it like (pseudocode)
for (x <128) for (y<128) for (z<128) 3dnoisetexture[x,y,z] = perlinnoise(x,y,z,settings) or something like that, writing the noise to a 3d texture which i then saved and could read in the shader.... but each program is different on how you access it, if it's there at all, but usually there is !! if not though you will have to look up some 3d perlin noise implementations and write it yourself - it's what i had to do for another type of noise, worley noise
anyways thank you so much !!! feel free to ask for a deeper explanation if you need it i am a bit sleepy so i am kind of not super coherent atm







