Since | 17.0 |
float|vector pxnoise(float x, int xp)
float|vector pxnoise(float x, float y, int xp, int yp)
float|vector pxnoise(vector xyz, int xp, int yp, int zp)
float|vector pxnoise(vector4 xyzt, int xp, int yp, int zp, int wp)
Simplex noise is very close to Perlin noise, except with the samples on a
simplex mesh rather than a grid. This results in less grid artifacts. It also
uses a higher order bspline
to provide better derivatives.
The various functions return the noise value at a 4D (vector4 argument), 3D (vector argument), 2D (two float arguments) or 1D (float argument) position. You can get a random float value or a vector of three random values.
The noise is in the range 0-1 with a median of 0.5. The distribution of the noise depends on the dimension, with higher dimensions approaching a Gaussian distribution of noise values.
The “p” int or vector arguments specify the range of periodicity, but this periodicity is not an integer. For non-periodic simplex noise, see xnoise
See also | |
noise |