Since this is anyway the second article for today and one coming after going out into the space, no less, let us start with the side for once - aka the turbulence: this is yet another use of the perlin noise, in principle more specifically geared towards gases and other potential sky-textures. The naked effect tends to be quite strong - see the first two images below that adjust the considered pixel size (aka indirectly the number of iterations that apply the noise). Nevertheless, it can perhaps qualify as a different type than previous sets of textures, though to my eye it does tend in any case towards the effect obtained otherwise with several iterations of a multifractal. Comparing it with some of the original pictures and descriptions of this turbulence use that supposedly provides images of perfect-gas (to the extent of even perfect-steam!), I tend to think it takes quite the futzing and the precise fitting to some exact colour scheme to get it to really look like gas/steam. In any case, I could tame down the colours using my own colour mappings that are basically biased towards white (3rd image) and blue (4th image), respectively:
The above side aside, the fun part for me was playing with the trig functions as distorters of the domain essentially. And I do wonder now just why on Earth don't they illustrate the 4 quadrants better in all those Maths books, not like it's not possible, have a look (in order, below, the images are obtained with the original colouring scheme, the same scheme only all colours lighetened up a bit; the rgb unit sphere colouring scheme):
The above obviously pack the sin,cos and tan, all in one so it's clear that one *can* separate them too, if so desired - though at the cost of losing that cool reflection-effect, heh. Nevertheless, separating the circle part creates basically a vortex that can further get pastel colours this time by use of worley noise instead of perlin noise (ha, did you think the rgb sphere was always good or the only option for pastel colours? nope, it's not):
Separating instead the vertical and horizontal threads gets the very illustration of weaving:
And since we are weaving cloth of sorts and trying it all out, why not make it a rectangular proper patch and get some truly regular patterns on it, too:
Messing about with the initial domain mapping means that one can turn inside out the four quadrants, of course:
Finally, for all the nostalgy of sine waves, here's some quite plain and bold sinus let loose:
Using two of those turbulence textures as sky this time, the fashion parade wore trigonometry proudly on its skins (and bones):
And with this I am *finally* caught up on the texture sets and it's good too as I'm clearly starting to shut down the word volume, it's like I wrote way too much those past few days or something. Anyways, having now all of this in the open should help with getting out that explanation re shapes as well so there's that at least still pending.