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Unlike Grant Skinner's gooify, which is a free-form distortion, the morph presented here is more constrained. It has an editable triangle mesh

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A while back, I wrote about rendering Wood and Marble using Perlin noise. But I've found that these code bits are a pain to use. You need to write code just to see them. You can't work with them in the Flash IDE; i.e. they are inconvenient.

Solution: package them in components with live preview. That way you can see them, adjust their color visually, mask them, drop shadow them, etc.

So, here they are.

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Last week, I wrote an article about using Flash 8 Perlin noise to generate a wood texture. Today, it's marble.

According to this link, the Perlin formula for marble is:

texture = cosine( x + perlin(x,y,z) )

Again, we don't want to do math on every pixel -- too slow. So, how do we do this with the existing Flash 8 API? First, let's pretend that the perlin term in the above equation is not there. Here's what our image would look like (this image is arbitrarily blue monochrome):

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The Flash 8 documentation for perlinNoise() has this intriguing statement:

You can use Perlin noise functions to simulate natural phenomena and landscapes, such as wood grain, clouds, and mountain ranges.

OK. That sounds like fun. But how is this done? It's not immediately obvious, at least not to me. So I googled .

According to these links (here and here), the formula for wood is:

g = perlin(x,y) * 20;
grain = g - int(g);

It looks like we have to do the math on every pixel.

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Since OSX first appeared, I've been in love with the aqua button look. I still love it.

CommunityMX has a great tutorial by Brian Edgin on creating an aqua button with Fireworks. It looks like a real piece of glass. I've seen a few Flash-only aqua buttons. They're very cool, but they're not as nice as the Fireworks version. Flash 7 was not capable of that degree of realism.

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