🌿 Perlin Noise
Perlin noise (Ken Perlin, 1983 — Academy Award) is a gradient noise function: pseudo-random gradients are assigned to lattice points, and the noise value at any position is the smoothly interpolated dot product with surroundings gradients. Unlike white noise, Perlin noise is smooth and continuous, making it ideal for natural-looking textures. Adding multiple octaves (fractional Brownian motion, fBm) at successively doubled frequencies and halved amplitudes produces terrain, clouds, fire and wood-grain. This version runs entirely on the GPU as a Three.js + GLSL fragment shader, so every slider repaints in real time. 🇺🇦 Українська
Render mode
fBm Parameters
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How Perlin Noise Works
Each lattice cell has corners with pseudo-random unit gradient vectors. For a query point (x,y), compute offset vectors to each corner, dot with gradients, then blend with a smooth fade curve t³(6t²−15t+10). The result is continuous and roughly in [−1,+1]. fBm sums noctaves layers: noise(x·fi, y·fi) · gi, where f=lacunarity (default 2) and g=gain/persistence (default 0.5). High octaves add fine detail; high gain makes terrain rougher. Ridged/turbulence takes the absolute value of each octave to carve sharp ridges, and domain warping feeds noise back into its own coordinates for swirling, flow-like textures. Scrolling the Z slice over time gives a smooth morphing "4D" animation. Perlin noise (Ken Perlin, 1983) is the workhorse behind procedural terrain, clouds, water and textures across games and film.