Name
noiseDetail()
Description
Adjusts the character and level of detail produced by the Perlin noise
 function. Similar to harmonics in physics, noise is computed over several
 octaves. Lower octaves contribute more to the output signal and as such
 define the overall intensity of the noise, whereas higher octaves create
 finer-grained details in the noise sequence.
 
 By default, noise is computed over 4 octaves with each octave contributing
 exactly half than its predecessor, starting at 50% strength for the first
 octave. This falloff amount can be changed by adding a function parameter.
 For example, a falloff factor of 0.75 means each octave will now
 have 75% impact (25% less) of the previous lower octave. While any number
 between 0.0 and 1.0 is valid, note that values greater than 0.5 may result
 in noise() returning values greater than 1.0.
 
 By changing these parameters, the signal created by the noise()
 function can be adapted to fit very specific needs and characteristics.
Examples
- float noiseVal; float noiseScale=0.02; void draw() { for (int y = 0; y < height; y++) { for (int x = 0; x < width/2; x++) { noiseDetail(3,0.5); noiseVal = noise((mouseX+x) * noiseScale, (mouseY+y) * noiseScale); stroke(noiseVal*255); point(x,y); noiseDetail(8,0.65); noiseVal = noise((mouseX + x + width/2) * noiseScale, (mouseY + y) * noiseScale); stroke(noiseVal * 255); point(x + width/2, y); } } }
Syntax
- noiseDetail(lod)
- noiseDetail(lod, falloff)
Parameters
- lod- (int)number of octaves to be used by the noise
- falloff- (float)falloff factor for each octave
Return
- void
Related

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