OpenSimplexNoise

Inherits: Resource < Reference < Object Noise generator based on Open Simplex.

Description

This resource allows you to configure and sample a fractal noise space. Here is a brief usage example that configures an OpenSimplexNoise and gets samples at various positions and dimensions:

  1. var noise = OpenSimplexNoise.new()# Configurenoise.seed = randi()noise.octaves = 4noise.period = 20.0noise.persistence = 0.8# Sampleprint("Values:")print(noise.get_noise_2d(1.0, 1.0))print(noise.get_noise_3d(0.5, 3.0, 15.0))print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))

Properties

Methods

Property Descriptions

  • float lacunarity octaves.

  • int octaves Number of OpenSimplex noise layers that are sampled to get the fractal noise. Higher values result in more detailed noise but take more time to generate. Note: The maximum allowed value is 9.

  • float period Period of the base octave. A lower period results in a higher-frequency noise (more value changes across the same distance).

  • float persistence persistence value of 1 means all the octaves have the same contribution, a value of 0.5 means each octave contributes half as much as the previous one.

  • int seed Seed used to generate random values, different seeds will generate different noise maps.

    Method Descriptions

  • Image get_image ( int width, int height, Vector2 noise_offset=Vector2( 0, 0 ) ) const Image.FORMAT_L8 format with the requested width and height, based on the current noise parameters. If noise_offset is specified, then the offset value is used as the coordinates of the top-left corner of the generated noise.

  • float get_noise_1d ( float x ) const [-1,1] at the given x-coordinate. Note: This method actually returns the 2D noise value [-1,1] with fixed y-coordinate value 0.0.

  • float get_noise_2d ( float x, float y ) const [-1,1] at the given position.

  • float get_noise_2dv ( Vector2 pos ) const [-1,1] at the given position.

  • float get_noise_3d ( float x, float y, float z ) const [-1,1] at the given position.

  • float get_noise_3dv ( Vector3 pos ) const [-1,1] at the given position.

  • float get_noise_4d ( float x, float y, float z, float w ) const [-1,1] at the given position.

  • Image get_seamless_image ( int size ) const Image.FORMAT_L8 format, based on the current noise parameters. Generated seamless images are always square (size × size). Note: Seamless noise has a lower contrast compared to non-seamless noise. This is due to the way noise uses higher dimensions for generating seamless noise.