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:

var noise = OpenSimplexNoise.new()

# Configure
noise.seed = randi()
noise.octaves = 4
noise.period = 20.0
noise.persistence = 0.8

# Sample
print("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

float

lacunarity

2.0

int

octaves

3

float

period

64.0

float

persistence

0.5

int

seed

0

Methods

Image

get_image ( int width, int height, Vector2 noise_offset=Vector2( 0, 0 ) ) const

float

get_noise_1d ( float x ) const

float

get_noise_2d ( float x, float y ) const

float

get_noise_2dv ( Vector2 pos ) const

float

get_noise_3d ( float x, float y, float z ) const

float

get_noise_3dv ( Vector3 pos ) const

float

get_noise_4d ( float x, float y, float z, float w ) const

Image

get_seamless_image ( int size ) const


Property Descriptions

float lacunarity = 2.0

  • void set_lacunarity ( float value )

  • float get_lacunarity ( )

Difference in period between octaves.


int octaves = 3

  • void set_octaves ( int value )

  • int get_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 = 64.0

  • void set_period ( float value )

  • float get_period ( )

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


float persistence = 0.5

  • void set_persistence ( float value )

  • float get_persistence ( )

Contribution factor of the different octaves. A 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 = 0

  • void set_seed ( int value )

  • int get_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

Generate a noise image in 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

Returns the 1D noise value [-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

Returns the 2D noise value [-1,1] at the given position.


float get_noise_2dv ( Vector2 pos ) const

Returns the 2D noise value [-1,1] at the given position.


float get_noise_3d ( float x, float y, float z ) const

Returns the 3D noise value [-1,1] at the given position.


float get_noise_3dv ( Vector3 pos ) const

Returns the 3D noise value [-1,1] at the given position.


float get_noise_4d ( float x, float y, float z, float w ) const

Returns the 4D noise value [-1,1] at the given position.


Image get_seamless_image ( int size ) const

Generate a tileable noise image in 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.