{"type":"rich","version":"1.0","provider_name":"Transistor","provider_url":"https://transistor.fm","author_name":"Gaming Tech Brief By HackerNoon","title":"Generating Procedural Marble Dice Textures With Simplex Noise and Domain Warping","html":"<iframe width=\"100%\" height=\"180\" frameborder=\"no\" scrolling=\"no\" seamless src=\"https://share.transistor.fm/e/d69a0634\"></iframe>","width":"100%","height":180,"duration":357,"description":"\n        This story was originally published on HackerNoon at: https://hackernoon.com/generating-procedural-marble-dice-textures-with-simplex-noise-and-domain-warping.\nLearn how to generate realistic marble dice textures with simplex noise, domain warping, ridged transforms, and an alpha-channel trick.\nCheck more stories related to gaming at: https://hackernoon.com/c/gaming.\n            You can also check exclusive content about #game-development, #3d-rendering, #simplex-noise, #3d-graphics, #computer-graphics, #material-design, #generative-graphics, #texture-atlases,  and more.\nThis story was written by: @mdenda. Learn more about this writer by checking @mdenda's about page,\n            and for more stories, please visit hackernoon.com.\nThis tutorial walks through the creation of procedural marble dice textures for a Chrome extension using simplex noise rather than photographic assets. The author combines multi-octave noise, domain warping, ridged transforms, thresholding, and alpha-channel compositing to generate customizable marble patterns that adapt to user-selected die colors. A key insight is that the texture's alpha channel, rather than its RGB values, determines how the final material interacts with the renderer's color system.\n        \n        ","thumbnail_url":"https://img.transistorcdn.com/BfMc-ZovSv4rGmZkeFGyHIHwikXuq6NLDmb3tagtH1I/rs:fill:0:0:1/w:400/h:400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9zaG93/LzQxMjcxLzE2ODMz/MTY1MTItYXJ0d29y/ay5qcGc.webp","thumbnail_width":300,"thumbnail_height":300}