Difference between revisions of "Noise"

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Revision as of 16:28, 30 January 2020


Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2019.12

Description

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

Features

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

Orignal documentation: https://github.com/Auburns/FastNoise/wiki

Examples

Example 1.

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

Example 2. Grayscaled noise image

require "FastNoise"

local n = Noise.new() 
-- generate 128x128 texture
local tex = n:generateTexture(128, 128)
-- add it to scene
stage:addChild(Bitmap.new(tex))

Example 3. 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)
-- create a color table used by noise
-- h: height value in range [0..1]
-- color: in RGBA format
local colors = {
	{h = 0.3, color = {52,99,195,255}},
	{h = 0.4, color = {54,102,198,255}},
	{h = 0.45, color = {209,208,128,255}},
	{h = 0.55, color = {88,151,24,255}},
	{h = 0.6, color = {63,106,20,255}},
	{h = 0.7, color = {92,68,61,255}},
	{h = 0.9, color = {75,60,55,255}},
	{h = 1, color = {255,255,255,255}},
}
-- generate 128x128 texture
local tex = n:generateTexture(128, 128, false, {wrap=Texture.REPEAT}, {tileable = true, colors = colors})
-- add it to scene
stage:addChild(Pixel.new(tex, 256,256))

See 3D examples here

Notes

Methods

Noise.new creates a new Noise object

Noise:reset reset noise parameters to default
Noise:noise get noise value
Noise:noise2D get 2D noise value
Noise:noise3D get 3D noise value
Noise:whiteNoise4D get 4D white noise value
Noise:whiteNoise2DInt get integer 2D white noise value
Noise:whiteNoise3DInt get integer 3D white noise value
Noise:whiteNoise4DInt get integer 4D white noise value
Noise:simplex4D get 4D simplex noise value
Noise:gradientPerturb2D returns modified x, y
Noise:gradientPerturb3D returns modified x, y, z
Noise:gradientPerturbFractal2D returns modified x,y
Noise:gradientPerturbFractal3D returns modified x,y,z

Noise:setNoiseType sets the type of noise returned by noise()
Noise:setFractalOctaves the amount of noise layers used to create the fractal
Noise:setInterp changes the interpolation method used to smooth between noise values
Noise:setSeed using different seeds will cause the noise output to change
Noise:setFrequency affects how coarse the noise output is
Noise:setFractalLacunarity the frequency multiplier between each octave
Noise:setFractalGain the relative strength of noise from each layer when compared to the last
Noise:setFractalType used in all fractal noise generation
Noise:setCellularDistanceFunction the distance function used to calculate the cell for a given point
Noise:setCellularReturnType what value does the cellular function return from its calculations
Noise:setCellularNoiseLookup TODO
Noise:setCellularDistance2Indices sets the 2 distance indicies used for distance2 return types
Noise:setCellularJitter sets the maximum distance a cellular point can move from its grid position
Noise:setGradientPerturbAmp sets the maximum perturb distance from original location when using gradientPerturb()
Noise:getNoiseType returns noise type
Noise:getFractalOctaves returns number of fractal octaves
Noise:getInterp() returns interpolation type
Noise:getSeed returns generator's seed
Noise:getFrequency returns noise frequency
Noise:getFractalLacunarity returns noise lacunarity
Noise:getFractalGain return noise gain
Noise:getFractalType returns noise type
Noise:getCellularDistanceFunction returns distance function type
Noise:getCellularReturnType returns cellular return type
Noise:getCellularNoiseLookup returns Noise object that was set by setCellularNoiseLookup() function
Noise:getCellularJitter returns cellular jitter value
Noise:getGradientPerturbAmp returns gradient perturb amplitude.

Events

Constants

Noise.FBM
Noise.BILLOW
Noise.RIGID_MULTI
Noise.VALUE
Noise.VALUE_FRACTAL
Noise.PERLIN
Noise.PERLIN_FRACTAL
Noise.SIMPLEX
Noise.SIMPLEX_FRACTAL
Noise.CELLULAR
Noise.WHITE_NOISE
Noise.CUBIC
Noise.CUBIC_FRACTAL
Noise.CELL_VALUE
Noise.NOISE_LOOKUP
Noise.DISTANCE
Noise.DISTANCE_2
Noise.DISTANCE_2_ADD
Noise.DISTANCE_2_SUB
Noise.DISTANCE_2_MUL
Noise.DISTANCE_2_DIV
Noise.LINEAR
Noise.HERMITE
Noise.QUINTIC
Noise.EUCLIDEAN
Noise.MANHATTAN
Noise.NATURAL