Procedural Texture

I'm back to playing with texture functions for a bit, mainly because I'm testing a new CPU-side texture generation method that I just implemented to make direct editing/creation of textures on the CPU really painless. The application that creates this texture is < 40 lines of code (no, that's not Python; it's c++!). Yes, it's black magic. Intuitive, scary, black magic. Same old Perlin nonsense, this time with intentional banding! It looks rather nice. Hence the post.