float flowpnoise(vector xyz, vector p, float flow)
vector flowpnoise(vector xyz, vector p, float flow)
float flowpnoise(vector4 xyzt, vector4 p, float flow)
vector flowpnoise(vector4 xyzt, vector4 p, float flow)
float flowpnoise(float x, float y, int px, int py, float flow)
vector flowpnoise(float x, float y, int px, int py, float flow)
float flowpnoise(vector xyz, int px, int py, int pz, float flow)
vector flowpnoise(vector xyz, int px, int py, int pz, float flow)
float flowpnoise(vector4 xyzt, int px, int py, int pz, int pt, float flow)
vector flowpnoise(vector4 xyzt, int px, int py, int pz, int pt, float flow)
This operator generates 1D and 3D Perlin Flow noise from 3D and 4D data. There are two forms of Perlin flow noise: a non-periodic noise which changes randomly throughout the N-dimensional space, and a periodic form which repeats itself over a given range of the space. The periodic form can be used to generate patterns which tile over N-dimensional space, such as a noise-based texture map which repeats seamlessly.
The noise has a range of (0, 1) with a median value of 0.5. The distribution of the noise depends on the dimension, with higher dimensions approaching a Gaussian distribution of noise values.
Flow noise is very similar to Perlin noise, as in Periodic Noise, but with an extra flow parameter. The flow parameter can be thought of as an extra dimension, but a dimension whose period is always 1. Moving through the flow dimension rotates the noise vectors rather than adjusting slices through a noise space, which generates a more flowing appearance to the animation.
See noise and randomness in the VEX language guide for more information.
See also | |
noise |