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Table of contents
-
var cellular_distance_function = DISTANCE_EUCLIDEAN -
var cellular_jitter: float = 1.0 -
var cellular_return_type = RETURN_DISTANCE -
var domain_warp_amplitude: float = 30.0 -
var domain_warp_enabled: bool = false -
var domain_warp_fractal_gain: float = 0.5 -
var domain_warp_fractal_lacunarity: float = 6.0 -
var domain_warp_fractal_octaves: int = 5 -
var domain_warp_fractal_type = DOMAIN_WARP_FRACTAL_PROGRESSIVE -
var domain_warp_frequency: float = 0.05 -
var domain_warp_type = DOMAIN_WARP_SIMPLEX -
var fractal_gain: float = 0.5 -
var fractal_lacunarity: float = 2.0 -
var fractal_octaves: int = 5 -
var fractal_ping_pong_strength: float = 2.0 -
var fractal_type = FRACTAL_FBM -
var fractal_weighted_strength: float = 0.0 -
var frequency: float = 0.01 -
var noise_type = TYPE_SIMPLEX_SMOOTH -
var offset: Vector3 = Vector3(0, 0, 0) -
var seed: int = 0 -
const TYPE_VALUE = 5 enum NoiseType -
const TYPE_VALUE_CUBIC = 4 enum NoiseType -
const TYPE_PERLIN = 3 enum NoiseType -
const TYPE_CELLULAR = 2 enum NoiseType -
const TYPE_SIMPLEX = 0 enum NoiseType -
const TYPE_SIMPLEX_SMOOTH = 1 enum NoiseType -
const FRACTAL_NONE = 0 enum FractalType -
const FRACTAL_FBM = 1 enum FractalType -
const FRACTAL_RIDGED = 2 enum FractalType -
const FRACTAL_PING_PONG = 3 enum FractalType -
const DISTANCE_EUCLIDEAN = 0 enum CellularDistanceFunction -
const DISTANCE_EUCLIDEAN_SQUARED = 1 enum CellularDistanceFunction -
const DISTANCE_MANHATTAN = 2 enum CellularDistanceFunction -
const DISTANCE_HYBRID = 3 enum CellularDistanceFunction -
const RETURN_CELL_VALUE = 0 enum CellularReturnType -
const RETURN_DISTANCE = 1 enum CellularReturnType -
const RETURN_DISTANCE2 = 2 enum CellularReturnType -
const RETURN_DISTANCE2_ADD = 3 enum CellularReturnType -
const RETURN_DISTANCE2_SUB = 4 enum CellularReturnType -
const RETURN_DISTANCE2_MUL = 5 enum CellularReturnType -
const RETURN_DISTANCE2_DIV = 6 enum CellularReturnType -
const DOMAIN_WARP_SIMPLEX = 0 enum DomainWarpType -
const DOMAIN_WARP_SIMPLEX_REDUCED = 1 enum DomainWarpType -
const DOMAIN_WARP_BASIC_GRID = 2 enum DomainWarpType -
const DOMAIN_WARP_FRACTAL_NONE = 0 enum DomainWarpFractalType -
const DOMAIN_WARP_FRACTAL_PROGRESSIVE = 1 enum DomainWarpFractalType -
const DOMAIN_WARP_FRACTAL_INDEPENDENT = 2 enum DomainWarpFractalType -
enum NoiseType -
enum FractalType -
enum CellularDistanceFunction -
enum CellularReturnType -
enum DomainWarpType -
enum DomainWarpFractalType
FastNoiseLite #
is_refcounted, is_instantiable, resource, core, not_builtin_classes
Generates noise using the FastNoiseLite library.
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.
Members #
var cellular_distance_function = DISTANCE_EUCLIDEAN#
Determines how the distance to the nearest/second-nearest point is computed. See CellularDistanceFunction for options.
var cellular_jitter: float = 1.0#
Maximum distance a point can move off of its grid position. Set to 0 for an even grid.
var cellular_return_type = RETURN_DISTANCE#
Return type from cellular noise calculations. See CellularReturnType.
var domain_warp_amplitude: float = 30.0#
Sets the maximum warp distance from the origin.
var domain_warp_enabled: bool = false#
If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.
var domain_warp_fractal_gain: float = 0.5#
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_lacunarity: float = 6.0#
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_octaves: int = 5#
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_type = DOMAIN_WARP_FRACTAL_PROGRESSIVE#
The method for combining octaves into a fractal which is used to warp the space. See DomainWarpFractalType.
var domain_warp_frequency: float = 0.05#
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_type = DOMAIN_WARP_SIMPLEX#
Sets the warp algorithm. See DomainWarpType.
var fractal_gain: float = 0.5#
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_lacunarity: float = 2.0#
Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
var fractal_octaves: int = 5#
The number of noise layers that are sampled to get the final value for fractal noise types.
var fractal_ping_pong_strength: float = 2.0#
Sets the strength of the fractal ping pong type.
var fractal_type = FRACTAL_FBM#
The method for combining octaves into a fractal. See FractalType.
var fractal_weighted_strength: float = 0.0#
Higher weighting means higher octaves have less impact if lower octaves have a large impact.
var frequency: float = 0.01#
The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
var noise_type = TYPE_SIMPLEX_SMOOTH#
The noise algorithm used. See NoiseType.
var offset: Vector3 = Vector3(0, 0, 0)#
Translate the noise input coordinates by the given Vector3.
var seed: int = 0#
The random number seed for all noise types.
Methods #
Annotations #
Constants #
const TYPE_VALUE = 5 enum NoiseType#
A lattice of points are assigned random values then interpolated based on neighboring values.
const TYPE_VALUE_CUBIC = 4 enum NoiseType#
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.
const TYPE_PERLIN = 3 enum NoiseType#
A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.
const TYPE_CELLULAR = 2 enum NoiseType#
Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.
const TYPE_SIMPLEX = 0 enum NoiseType#
As opposed to TYPE_PERLIN, gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts. Internally uses FastNoiseLite's OpenSimplex2 noise type.
const TYPE_SIMPLEX_SMOOTH = 1 enum NoiseType#
Modified, higher quality version of TYPE_SIMPLEX, but slower. Internally uses FastNoiseLite's OpenSimplex2S noise type.
const FRACTAL_NONE = 0 enum FractalType#
No fractal noise.
const FRACTAL_FBM = 1 enum FractalType#
Method using Fractional Brownian Motion to combine octaves into a fractal.
const FRACTAL_RIDGED = 2 enum FractalType#
Method of combining octaves into a fractal resulting in a "ridged" look.
const FRACTAL_PING_PONG = 3 enum FractalType#
Method of combining octaves into a fractal with a ping pong effect.
const DISTANCE_EUCLIDEAN = 0 enum CellularDistanceFunction#
Euclidean distance to the nearest point.
const DISTANCE_EUCLIDEAN_SQUARED = 1 enum CellularDistanceFunction#
Squared Euclidean distance to the nearest point.
const DISTANCE_MANHATTAN = 2 enum CellularDistanceFunction#
Manhattan distance (taxicab metric) to the nearest point.
const DISTANCE_HYBRID = 3 enum CellularDistanceFunction#
Blend of DISTANCE_EUCLIDEAN and DISTANCE_MANHATTAN to give curved cell boundaries.
const RETURN_CELL_VALUE = 0 enum CellularReturnType#
The cellular distance function will return the same value for all points within a cell.
const RETURN_DISTANCE = 1 enum CellularReturnType#
The cellular distance function will return a value determined by the distance to the nearest point.
const RETURN_DISTANCE2 = 2 enum CellularReturnType#
The cellular distance function returns the distance to the second-nearest point.
const RETURN_DISTANCE2_ADD = 3 enum CellularReturnType#
The distance to the nearest point is added to the distance to the second-nearest point.
const RETURN_DISTANCE2_SUB = 4 enum CellularReturnType#
The distance to the nearest point is subtracted from the distance to the second-nearest point.
const RETURN_DISTANCE2_MUL = 5 enum CellularReturnType#
The distance to the nearest point is multiplied with the distance to the second-nearest point.
const RETURN_DISTANCE2_DIV = 6 enum CellularReturnType#
The distance to the nearest point is divided by the distance to the second-nearest point.
const DOMAIN_WARP_SIMPLEX = 0 enum DomainWarpType#
The domain is warped using the simplex noise algorithm.
const DOMAIN_WARP_SIMPLEX_REDUCED = 1 enum DomainWarpType#
The domain is warped using a simplified version of the simplex noise algorithm.
const DOMAIN_WARP_BASIC_GRID = 2 enum DomainWarpType#
The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).
const DOMAIN_WARP_FRACTAL_NONE = 0 enum DomainWarpFractalType#
No fractal noise for warping the space.
const DOMAIN_WARP_FRACTAL_PROGRESSIVE = 1 enum DomainWarpFractalType#
Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.
const DOMAIN_WARP_FRACTAL_INDEPENDENT = 2 enum DomainWarpFractalType#
Warping the space independently for each octave, resulting in a more chaotic distortion.
Constructors #
Enums #
NoiseType#
enum NoiseType {
TYPE_VALUE = 5,
TYPE_VALUE_CUBIC = 4,
TYPE_PERLIN = 3,
TYPE_CELLULAR = 2,
TYPE_SIMPLEX = 0,
TYPE_SIMPLEX_SMOOTH = 1,
}FractalType#
enum FractalType {
FRACTAL_NONE = 0,
FRACTAL_FBM = 1,
FRACTAL_RIDGED = 2,
FRACTAL_PING_PONG = 3,
}CellularDistanceFunction#
enum CellularDistanceFunction {
DISTANCE_EUCLIDEAN = 0,
DISTANCE_EUCLIDEAN_SQUARED = 1,
DISTANCE_MANHATTAN = 2,
DISTANCE_HYBRID = 3,
}CellularReturnType#
enum CellularReturnType {
RETURN_CELL_VALUE = 0,
RETURN_DISTANCE = 1,
RETURN_DISTANCE2 = 2,
RETURN_DISTANCE2_ADD = 3,
RETURN_DISTANCE2_SUB = 4,
RETURN_DISTANCE2_MUL = 5,
RETURN_DISTANCE2_DIV = 6,
}DomainWarpType#
enum DomainWarpType {
DOMAIN_WARP_SIMPLEX = 0,
DOMAIN_WARP_SIMPLEX_REDUCED = 1,
DOMAIN_WARP_BASIC_GRID = 2,
}DomainWarpFractalType#
enum DomainWarpFractalType {
DOMAIN_WARP_FRACTAL_NONE = 0,
DOMAIN_WARP_FRACTAL_PROGRESSIVE = 1,
DOMAIN_WARP_FRACTAL_INDEPENDENT = 2,
}