Table of Contents

Class FastNoiseLite

Generates noise using the FastNoiseLite library.

Inheritance
FastNoiseLite

Remarks

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], but not always. Some of the cellular noise algorithms return results above 1.

Properties

cellular_distance_function

Determines how the distance to the nearest/second-nearest point is computed. See CellularDistanceFunction for options.

var cellular_distance_function : int = 0

Property Value

int

Remarks

  • void set_cellular_distance_function(int value)
  • int get_cellular_distance_function

cellular_jitter

Maximum distance a point can move off of its grid position. Set to 0 for an even grid.

var cellular_jitter : float = 1.0

Property Value

float

Remarks

  • void set_cellular_jitter(float value)
  • float get_cellular_jitter

cellular_return_type

Return type from cellular noise calculations. See CellularReturnType.

var cellular_return_type : int = 1

Property Value

int

Remarks

  • void set_cellular_return_type(int value)
  • int get_cellular_return_type

domain_warp_amplitude

Sets the maximum warp distance from the origin.

var domain_warp_amplitude : float = 30.0

Property Value

float

Remarks

  • void set_domain_warp_amplitude(float value)
  • float get_domain_warp_amplitude

domain_warp_enabled

If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.

var domain_warp_enabled : bool = false

Property Value

bool

Remarks

  • void set_domain_warp_enabled(bool value)
  • bool is_domain_warp_enabled

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.

var domain_warp_fractal_gain : float = 0.5

Property Value

float

Remarks

  • void set_domain_warp_fractal_gain(float value)
  • float get_domain_warp_fractal_gain

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.

var domain_warp_fractal_lacunarity : float = 6.0

Property Value

float

Remarks

  • void set_domain_warp_fractal_lacunarity(float value)
  • float get_domain_warp_fractal_lacunarity

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.

var domain_warp_fractal_octaves : int = 5

Property Value

int

Remarks

  • void set_domain_warp_fractal_octaves(int value)
  • int get_domain_warp_fractal_octaves

domain_warp_fractal_type

The method for combining octaves into a fractal which is used to warp the space. See DomainWarpFractalType.

var domain_warp_fractal_type : int = 1

Property Value

int

Remarks

  • void set_domain_warp_fractal_type(int value)
  • int get_domain_warp_fractal_type

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.

var domain_warp_frequency : float = 0.05

Property Value

float

Remarks

  • void set_domain_warp_frequency(float value)
  • float get_domain_warp_frequency

domain_warp_type

Sets the warp algorithm. See DomainWarpType.

var domain_warp_type : int = 0

Property Value

int

Remarks

  • void set_domain_warp_type(int value)
  • int get_domain_warp_type

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.

var fractal_gain : float = 0.5

Property Value

float

Remarks

  • void set_fractal_gain(float value)
  • float get_fractal_gain

fractal_lacunarity

Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.

var fractal_lacunarity : float = 2.0

Property Value

float

Remarks

  • void set_fractal_lacunarity(float value)
  • float get_fractal_lacunarity

fractal_octaves

The number of noise layers that are sampled to get the final value for fractal noise types.

var fractal_octaves : int = 5

Property Value

int

Remarks

  • void set_fractal_octaves(int value)
  • int get_fractal_octaves

fractal_ping_pong_strength

Sets the strength of the fractal ping pong type.

var fractal_ping_pong_strength : float = 2.0

Property Value

float

Remarks

  • void set_fractal_ping_pong_strength(float value)
  • float get_fractal_ping_pong_strength

fractal_type

The method for combining octaves into a fractal. See FractalType.

var fractal_type : int = 1

Property Value

int

Remarks

  • void set_fractal_type(int value)
  • int get_fractal_type

fractal_weighted_strength

Higher weighting means higher octaves have less impact if lower octaves have a large impact.

var fractal_weighted_strength : float = 0.0

Property Value

float

Remarks

  • void set_fractal_weighted_strength(float value)
  • float get_fractal_weighted_strength

frequency

The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.

var frequency : float = 0.01

Property Value

float

Remarks

  • void set_frequency(float value)
  • float get_frequency

noise_type

The noise algorithm used. See NoiseType.

var noise_type : int = 1

Property Value

int

Remarks

  • void set_noise_type(int value)
  • int get_noise_type

offset

Translate the noise input coordinates by the given Vector3.

var offset : Vector3 = Vector3(0, 0, 0)

Property Value

Vector3

Remarks

seed

The random number seed for all noise types.

var seed : int = 0

Property Value

int

Remarks

  • void set_seed(int value)
  • int get_seed