# Noise

Supported platforms:
Available since: Gideros 2019.12

### Description

FastNoise is an open source noise generation library with a large collection of different noise algorithms.

```require "FastNoise"
```

### Features

• Value Noise 2D, 3D
• Perlin Noise 2D, 3D
• Simplex Noise 2D, 3D, 4D
• Cubic Noise 2D, 3D
• Multiple fractal options for all of the above
• Cellular (Voronoi) Noise 2D, 3D
• White Noise 2D, 3D, 4D
• Texture generation
• Array generation

### Examples

2D noise

```require "FastNoise"

local myNoise = Noise.new() -- create FastNoise instance

myNoise:setSeed(456) -- set generation seed
myNoise:setFrequency(0.04) -- how coarse the noise output is
myNoise:setInterp(Noise.HERMITE) -- set noise interpolation type
myNoise:setNoiseType(Noise.SIMPLEX) -- set noise type

for y = 1, 4 do
for x = 1, 4 do
local v = myNoise:noise(x, y) -- generate 2D noise
-- other possible function:
-- myNoise:noise(x) -- 1D noise
-- myNoise:noise(x, y, z) -- 3D noise
-- myNoise:noise2D(x, y) -- true 2D noise
-- myNoise:noise3D(x, y, z) -- true 3D noise
-- difference between noise2D(x, y) and noise(x, y) is that "noise" function uses 3D noise with
-- x = 0, y = 0, z = 0 by default where noise2D uses only 2 values. In other words: noise(x) == noise(x,0,0);
-- noise(x, y) == noise(x,y,0); noise(x,y) == noise2D(x,y); noise(x,y,z) == noise3D(x,y,z)
print(v)
end
end
```

Grayscaled noise image

```require "FastNoise"

local n = Noise.new()
-- generate 128x128 texture with filtering
local tex = n:getTexture(128, 128, true)
```

Colored seamless noise image

```require "FastNoise"

local n = Noise.new()
n:setFrequency(0.03)
n:setFractalOctaves(5)
n:setFractalLacunarity(2.5)
n:setInterp(Noise.HERMITE)
n:setFractalGain(0.6)
n:setNoiseType(Noise.SIMPLEX_FRACTAL)
-- set a color table used by noise
-- first value - height (number), must be in range [0..1]
-- second value - color (number) in hex format
-- third value - alpha (number), must be in range [0..1] (optional, default - 1)
n:setColorLookup{
{0.3, 0x4b3c37, 1},
{0.4, 0xffffff, 1},
{0.45, 0x5c443d, 1},
{0.55, 0x3f6a14, 1},
{0.6, 0x589718, 1},
{0.7, 0x3666c6, 1},
{0.9, 0xd1d080, 1},
{1, 0x3463c3, 1},
}
-- generate 128x128 texture
local tex = n:getTileTexture(128, 128, false, {wrap=Texture.REPEAT})
```

Some 3D examples here.

Plus Particles flow field.

### Methods

Noise.new creates a new Noise object

Noise:getCellularDistanceFunction returns distance function type
Noise:getCellularJitter returns cellular jitter value
Noise:getCellularNoiseLookup returns Noise object that was set by setCellularNoiseLookup() function
Noise:getCellularReturnType returns cellular return type
Noise:getFractalGain returns noise gain
Noise:getFractalLacunarity returns noise lacunarity
Noise:getFractalOctaves returns number of fractal octaves
Noise:getFractalType returns noise type
Noise:getFrequency returns noise frequency
Noise:getInterp returns interpolation type
Noise:getNoiseType returns noise type
Noise:getSeed returns generator's seed
Noise:getTexture gets noise texture
Noise:getTileTexture gets tileable texture
Noise:gradientPerturb3D returns modified x, y, z
Noise:noise gets noise value
Noise:noise2D gets 2D noise value
Noise:noise3D gets 3D noise value
Noise:reset resets noise parameters to default
Noise:setCellularDistance2Indices sets the 2 distance indicies used for distance2 return types
Noise:setCellularDistanceFunction the distance function used to calculate the cell for a given point
Noise:setCellularJitter sets the maximum distance a cellular point can move from its grid position
Noise:setCellularNoiseLookup noise used to calculate a cell value
Noise:setCellularReturnType what value does the cellular function returns from its calculations
Noise:setColorLookup sets color table used by "getTexture" and "getTileTexture"
Noise:setFractalGain the relative strength of noise from each layer when compared to the last
Noise:setFractalLacunarity the frequency multiplier between each octave
Noise:setFractalOctaves the amount of noise layers used to create the fractal
Noise:setFractalType used in all fractal noise generation
Noise:setFrequency affects how coarse the noise output is
Noise:setGradientPerturbAmp sets the maximum perturb distance from original location when using gradientPerturb()
Noise:setInterp changes the interpolation method used to smooth between noise values
Noise:setNoiseType sets the type of noise returned by noise()
Noise:setSeed using different seeds will cause the noise output to change
Noise:simplex4D gets 4D simplex noise value
Noise:whiteNoise2DInt gets integer 2D white noise value
Noise:whiteNoise3DInt gets integer 3D white noise value
Noise:whiteNoise4D gets 4D white noise value
Noise:whiteNoise4DInt gets integer 4D white noise value