- originally developed for procedural textures for 3D objects in computer graphics
- generates all the pixels that make texture (wood, metal, etc.)
- ultimately gives you smooth random numbers!
- any number you pick at a time is related to the number you pick later/before
- lots of math on top of the actual noise() function
How it works
https://youtu.be/Qf4dIN99e2w?si=MyGmgoxkv4HVeu6Z
- Interpolation function
- Base Noise:
- Start with a simple Perlin noise at a large scale (low frequency).
- Adding Layers (Octaves):
- Add more Perlin noise layers, each at a higher frequency (smaller scale) and lower amplitude (less intensity).
- For example:
- First octave: Big, smooth hills.
- Second octave: Smaller hills added on top.
- Third octave: Even smaller bumps on the smaller hills.
- The layers combine to create a more complex, natural look.
- Weighting the Layers:
- Each octave contributes less to the final result. Typically, the amplitude is halved, and the frequency is doubled for each successive octave.
Random vs Perlin
random(min, max)
noise()
- The argument… it’s like passing a particular point in time