class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResourceNoise FastNoiseLite
Generates noise using the FastNoiseLite library.

This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more.

Most generated noise values are in the range of [-1, 1], but not always. Some of the cellular noise algorithms return results above 1.

Enum NoiseType<>():Enum

TYPE_VALUE = 5

A lattice of points are assigned random values then interpolated based on neighboring values.


TYPE_VALUE_CUBIC = 4

Similar to Value noise, but slower. Has more variance in peaks and valleys.


TYPE_PERLIN = 3

A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.


TYPE_CELLULAR = 2

Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.


TYPE_SIMPLEX = 0

As opposed to TYPE_PERLIN, gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts. Internally uses FastNoiseLite's OpenSimplex2 noise type.


TYPE_SIMPLEX_SMOOTH = 1

Modified, higher quality version of TYPE_SIMPLEX, but slower. Internally uses FastNoiseLite's OpenSimplex2S noise type.

Enum FractalType<>():Enum

FRACTAL_NONE = 0

No fractal noise.


FRACTAL_FBM = 1

Method using Fractional Brownian Motion to combine octaves into a fractal.


FRACTAL_RIDGED = 2

Method of combining octaves into a fractal resulting in a "ridged" look.


FRACTAL_PING_PONG = 3

Method of combining octaves into a fractal with a ping pong effect.

Enum CellularDistanceFunction<>():Enum

DISTANCE_EUCLIDEAN = 0

Euclidean distance to the nearest point.


DISTANCE_EUCLIDEAN_SQUARED = 1

Squared Euclidean distance to the nearest point.


DISTANCE_MANHATTAN = 2

Manhattan distance (taxicab metric) to the nearest point.


DISTANCE_HYBRID = 3

Blend of DISTANCE_EUCLIDEAN and DISTANCE_MANHATTAN to give curved cell boundaries.

Enum CellularReturnType<>():Enum

RETURN_CELL_VALUE = 0

The cellular distance function will return the same value for all points within a cell.


RETURN_DISTANCE = 1

The cellular distance function will return a value determined by the distance to the nearest point.


RETURN_DISTANCE2 = 2

The cellular distance function returns the distance to the second-nearest point.


RETURN_DISTANCE2_ADD = 3

The distance to the nearest point is added to the distance to the second-nearest point.


RETURN_DISTANCE2_SUB = 4

The distance to the nearest point is subtracted from the distance to the second-nearest point.


RETURN_DISTANCE2_MUL = 5

The distance to the nearest point is multiplied with the distance to the second-nearest point.


RETURN_DISTANCE2_DIV = 6

The distance to the nearest point is divided by the distance to the second-nearest point.

Enum DomainWarpType<>():Enum

DOMAIN_WARP_SIMPLEX = 0

The domain is warped using the simplex noise algorithm.


DOMAIN_WARP_SIMPLEX_REDUCED = 1

The domain is warped using a simplified version of the simplex noise algorithm.


DOMAIN_WARP_BASIC_GRID = 2

The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).

Enum DomainWarpFractalType<>():Enum

DOMAIN_WARP_FRACTAL_NONE = 0

No fractal noise for warping the space.


DOMAIN_WARP_FRACTAL_PROGRESSIVE = 1

Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.


DOMAIN_WARP_FRACTAL_INDEPENDENT = 2

Warping the space independently for each octave, resulting in a more chaotic distortion.

CellularDistanceFunction cellular_distance_function<>():CellularDistanceFunction

Determines how the distance to the nearest/second-nearest point is computed. See CellularDistanceFunction for options.

float cellular_jitter<>():float

Maximum distance a point can move off of its grid position. Set to 0 for an even grid.

CellularReturnType cellular_return_type<>():CellularReturnType

Return type from cellular noise calculations. See CellularReturnType.

float domain_warp_amplitude<>():float

Sets the maximum warp distance from the origin.

bool domain_warp_enabled<>():bool

If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.

float domain_warp_fractal_gain<>():float

Determines the strength of each subsequent layer of the noise which is used to warp the space.

A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.

float domain_warp_fractal_lacunarity<>():float

Octave lacunarity of the fractal noise which warps the space. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.

int domain_warp_fractal_octaves<>():int

The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.

DomainWarpFractalType domain_warp_fractal_type<>():DomainWarpFractalType

The method for combining octaves into a fractal which is used to warp the space. See DomainWarpFractalType.

float domain_warp_frequency<>():float

Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.

DomainWarpType domain_warp_type<>():DomainWarpType

Sets the warp algorithm. See DomainWarpType.

float fractal_gain<>():float

Determines the strength of each subsequent layer of noise in fractal noise.

A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.

float fractal_lacunarity<>():float

Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.

int fractal_octaves<>():int

The number of noise layers that are sampled to get the final value for fractal noise types.

float fractal_ping_pong_strength<>():float

Sets the strength of the fractal ping pong type.

FractalType fractal_type<>():FractalType

The method for combining octaves into a fractal. See FractalType.

float fractal_weighted_strength<>():float

Higher weighting means higher octaves have less impact if lower octaves have a large impact.

float frequency<>():float

The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.

NoiseType noise_type<>():NoiseType

The noise algorithm used. See NoiseType.

Vector3 offset<>():Vector3

Translate the noise input coordinates by the given Vector3.

int seed<>():int

The random number seed for all noise types.




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