I’m trying to use a random noise texture to randomize cells in a shader, the shader stuff I understand, what I don’t understand is why it’s impossible to make a randomized noise texture!
If I use the Noise filter in Photoshop, the results are just absolutely terrible (it might look noisy, but the actual noise is poorly randomized),
So eventually I found a website that creates really good noise, that average at 128 whenever I use “blur Average”,
However even tho this one is more balanced, I find that mid-range values (those near 128) are WAY more common than high and low values, I was able to confirm this by checkign the Levels filter in Photoshop, notice it shows that the midrange valeus are more common because of how the levels thingy is a steep mountain.
Is it something I’m missunderstanding? (about color profiles? gamma? randomization techniques etc), Why is it impossible to make a noise texture where each pixel is randomized between 0-1 without greatly favoring certain color ranges?