Name
noise()
Description
Returns the Perlin noise value at specified coordinates. Perlin noise is a
 random sequence generator producing a more natural, harmonic succession of
 numbers than that of the standard random() function. It was
 developed by Ken Perlin in the 1980s and has been used in graphical
 applications to generate procedural textures, shapes, terrains, and other
 seemingly organic forms.
 
 In contrast to the random() function, Perlin noise is defined in an
 infinite n-dimensional space, in which each pair of coordinates corresponds
 to a fixed semi-random value (fixed only for the lifespan of the program).
 The resulting value will always be between 0.0 and 1.0. Processing can
 compute 1D, 2D and 3D noise, depending on the number of coordinates given.
 The noise value can be animated by moving through the noise space, as
 demonstrated in the first example above. The 2nd and 3rd dimensions can
 also be interpreted as time.
 
 The actual noise structure is similar to that of an audio signal, in
 respect to the function's use of frequencies. Similar to the concept of
 harmonics in physics, Perlin noise is computed over several octaves which
 are added together for the final result.
 
 Another way to adjust the character of the resulting sequence is the scale
 of the input coordinates. As the function works within an infinite space,
 the value of the coordinates doesn't matter as such; only the
 distance between successive coordinates is important (such as when
 using noise() within a loop). As a general rule, the smaller the
 difference between coordinates, the smoother the resulting noise sequence.
 Steps of 0.005-0.03 work best for most applications, but this will differ
 depending on use.
 
 There have been debates over the accuracy of the implementation of noise in
 Processing. For clarification, it's an implementation of "classic Perlin
 noise" from 1983, and not the newer "simplex noise" method from 2001.
Examples
float noiseScale = 0.02; void draw() { background(0); for (int x=0; x < width; x++) { float noiseVal = noise((mouseX+x)*noiseScale, mouseY*noiseScale); stroke(noiseVal*255); line(x, mouseY+noiseVal*80, x, height); } }float xoff = 0.0; void draw() { background(204); xoff = xoff + .01; float n = noise(xoff) * width; line(n, 0, n, height); }
Syntax
noise(x)noise(x, y)noise(x, y, z)
Parameters
x(float)x-coordinate in noise spacey(float)y-coordinate in noise spacez(float)z-coordinate in noise space
Return
float

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