FastNoiseLite¶
Inherits: Noise < Resource < RefCounted < Object
Generates noise using the FastNoiseLite library.
Description¶
This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more.
Most generated noise values are in the range of [-1,1]
, however not always. Some of the cellular noise algorithms return results above 1
.
Properties¶
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Enumerations¶
enum NoiseType:
TYPE_VALUE = 5 --- A lattice of points are assigned random values then interpolated based on neighboring values.
TYPE_VALUE_CUBIC = 4 --- Similar to Value noise, but slower. Has more variance in peaks and valleys.
Cubic noise can be used to avoid certain artifacts when using value noise to create a bumpmap. In general, you should always use this mode if the value noise is being used for a heightmap or bumpmap.
TYPE_PERLIN = 3 --- A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.
TYPE_CELLULAR = 2 --- Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.
TYPE_SIMPLEX = 0 --- As opposed to TYPE_PERLIN, gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts.
TYPE_SIMPLEX_SMOOTH = 1 --- Modified, higher quality version of TYPE_SIMPLEX, but slower.
enum FractalType:
FRACTAL_NONE = 0 --- No fractal noise.
FRACTAL_FBM = 1 --- Method using Fractional Brownian Motion to combine octaves into a fractal.
FRACTAL_RIDGED = 2 --- Method of combining octaves into a fractal resulting in a "ridged" look.
FRACTAL_PING_PONG = 3 --- Method of combining octaves into a fractal with a ping pong effect.
enum CellularDistanceFunction:
DISTANCE_EUCLIDEAN = 0 --- Euclidean distance to the nearest point.
DISTANCE_EUCLIDEAN_SQUARED = 1 --- Squared Euclidean distance to the nearest point.
DISTANCE_MANHATTAN = 2 --- Manhattan distance (taxicab metric) to the nearest point.
DISTANCE_HYBRID = 3 --- Blend of DISTANCE_EUCLIDEAN and DISTANCE_MANHATTAN to give curved cell boundaries
enum CellularReturnType:
RETURN_CELL_VALUE = 0 --- The cellular distance function will return the same value for all points within a cell.
RETURN_DISTANCE = 1 --- The cellular distance function will return a value determined by the distance to the nearest point.
RETURN_DISTANCE2 = 2 --- The cellular distance function returns the distance to the second-nearest point.
RETURN_DISTANCE2_ADD = 3 --- The distance to the nearest point is added to the distance to the second-nearest point.
RETURN_DISTANCE2_SUB = 4 --- The distance to the nearest point is subtracted from the distance to the second-nearest point.
RETURN_DISTANCE2_MUL = 5 --- The distance to the nearest point is multiplied with the distance to the second-nearest point.
RETURN_DISTANCE2_DIV = 6 --- The distance to the nearest point is divided by the distance to the second-nearest point.
enum DomainWarpType:
DOMAIN_WARP_SIMPLEX = 0 --- The domain is warped using the simplex noise algorithm.
DOMAIN_WARP_SIMPLEX_REDUCED = 1 --- The domain is warped using a simplified version of the simplex noise algorithm.
DOMAIN_WARP_BASIC_GRID = 2 --- The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).
enum DomainWarpFractalType:
DOMAIN_WARP_FRACTAL_NONE = 0 --- No fractal noise for warping the space.
DOMAIN_WARP_FRACTAL_PROGRESSIVE = 1 --- Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.
DOMAIN_WARP_FRACTAL_INDEPENDENT = 2 --- Warping the space independently for each octave, resulting in a more chaotic distortion.
Property Descriptions¶
CellularDistanceFunction cellular_distance_function
Default |
|
Setter |
set_cellular_distance_function(value) |
Getter |
get_cellular_distance_function() |
Determines how the distance to the nearest/second-nearest point is computed. See CellularDistanceFunction for options.
float cellular_jitter
Default |
|
Setter |
set_cellular_jitter(value) |
Getter |
get_cellular_jitter() |
Maximum distance a point can move off of its grid position. Set to 0
for an even grid.
CellularReturnType cellular_return_type
Default |
|
Setter |
set_cellular_return_type(value) |
Getter |
get_cellular_return_type() |
Return type from cellular noise calculations. See CellularReturnType.
float domain_warp_amplitude
Default |
|
Setter |
set_domain_warp_amplitude(value) |
Getter |
get_domain_warp_amplitude() |
Sets the maximum warp distance from the origin.
bool domain_warp_enabled
Default |
|
Setter |
set_domain_warp_enabled(value) |
Getter |
is_domain_warp_enabled() |
If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.
float domain_warp_fractal_gain
Default |
|
Setter |
set_domain_warp_fractal_gain(value) |
Getter |
get_domain_warp_fractal_gain() |
Determines the strength of each subsequent layer of the noise which is used to warp the space.
A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
float domain_warp_fractal_lacunarity
Default |
|
Setter |
set_domain_warp_fractal_lacunarity(value) |
Getter |
get_domain_warp_fractal_lacunarity() |
Octave lacunarity of the fractal noise which warps the space. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
int domain_warp_fractal_octaves
Default |
|
Setter |
set_domain_warp_fractal_octaves(value) |
Getter |
get_domain_warp_fractal_octaves() |
The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.
DomainWarpFractalType domain_warp_fractal_type
Default |
|
Setter |
set_domain_warp_fractal_type(value) |
Getter |
get_domain_warp_fractal_type() |
The method for combining octaves into a fractal which is used to warp the space. See DomainWarpFractalType.
float domain_warp_frequency
Default |
|
Setter |
set_domain_warp_frequency(value) |
Getter |
get_domain_warp_frequency() |
Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
DomainWarpType domain_warp_type
Default |
|
Setter |
set_domain_warp_type(value) |
Getter |
get_domain_warp_type() |
Sets the warp algorithm. See DomainWarpType.
float fractal_gain
Default |
|
Setter |
set_fractal_gain(value) |
Getter |
get_fractal_gain() |
Determines the strength of each subsequent layer of noise in fractal noise.
A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
float fractal_lacunarity
Default |
|
Setter |
set_fractal_lacunarity(value) |
Getter |
get_fractal_lacunarity() |
Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
int fractal_octaves
Default |
|
Setter |
set_fractal_octaves(value) |
Getter |
get_fractal_octaves() |
The number of noise layers that are sampled to get the final value for fractal noise types.
float fractal_ping_pong_strength
Default |
|
Setter |
set_fractal_ping_pong_strength(value) |
Getter |
get_fractal_ping_pong_strength() |
Sets the strength of the fractal ping pong type.
FractalType fractal_type
Default |
|
Setter |
set_fractal_type(value) |
Getter |
get_fractal_type() |
The method for combining octaves into a fractal. See FractalType.
float fractal_weighted_strength
Default |
|
Setter |
set_fractal_weighted_strength(value) |
Getter |
get_fractal_weighted_strength() |
Higher weighting means higher octaves have less impact if lower octaves have a large impact.
float frequency
Default |
|
Setter |
set_frequency(value) |
Getter |
get_frequency() |
The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
NoiseType noise_type
Default |
|
Setter |
set_noise_type(value) |
Getter |
get_noise_type() |
The noise algorithm used. See NoiseType.
Vector3 offset
Default |
|
Setter |
set_offset(value) |
Getter |
get_offset() |
Translate the noise input coordinates by the given Vector3.
int seed
Default |
|
Setter |
set_seed(value) |
Getter |
get_seed() |
The random number seed for all noise types.