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
Remarks
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
Remarks
cellular_return_type
Return type from cellular noise calculations. See CellularReturnType.
var cellular_return_type : int = 1
Property Value
Remarks
domain_warp_amplitude
Sets the maximum warp distance from the origin.
var domain_warp_amplitude : float = 30.0
Property Value
Remarks
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
Remarks
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
Remarks
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
Remarks
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
Remarks
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
Remarks
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
Remarks
domain_warp_type
Sets the warp algorithm. See DomainWarpType.
var domain_warp_type : int = 0
Property Value
Remarks
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
Remarks
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
Remarks
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
Remarks
fractal_ping_pong_strength
Sets the strength of the fractal ping pong type.
var fractal_ping_pong_strength : float = 2.0
Property Value
Remarks
fractal_type
The method for combining octaves into a fractal. See FractalType.
var fractal_type : int = 1
Property Value
Remarks
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
Remarks
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
Remarks
noise_type
The noise algorithm used. See NoiseType.
var noise_type : int = 1
Property Value
Remarks
offset
Translate the noise input coordinates by the given Vector3.
var offset : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
seed
The random number seed for all noise types.
var seed : int = 0