Noise Explained
Noise can be a complex topic for anyone who has never read into it before, but in its simplest terms, noise is a way of getting a value out of some input (usually X,Y,Z coordinates).
The place you will likely be most familiar with noise is in Minecraft's terrain generation. At every point in the world, several noise functions are combined to determine if a block should be placed, and if so, which block.
This is pretty much what we do in ezEdits, using noise to generate shapes, terrain, and textures.
Within the plugin you will find several noise types, with each having different characteristics, and Cellular specifically coming with many additional parameters you can customise.
Some of the many features that use noise include:
//eznoisegen ...
- Noisegen Commands#eznoisemask
- Masks//ezbrush gradient ...
- Brushes
Noise in ezEdits based on a modified version of FastNoiseLite, so we strongly recommend this website to experiment with noise parameters: http://auburn.github.io/FastNoiseLite/
Noise Parameters
Each parameter and many values also has a shorthand, such as "ft" instead of "FractalType" or "Si" instead of "OpenSimplex2". Wherever this is possible, the shorthand will be shown in brackets.
Red = Parameter
Purple = Value
Noise Type
Basic Noise Parameters
Cellular Noise Parameters
Shard Noise Parameters
Fractal Noise Parameters
Domain Warp Parameters
Examples
Value(Seed:123,Frequency:0.04)

Cellular(cellularDistanceFunction:Euclidean,cellularReturnType:NoiseLookup,cellularNoiseLookup:Perlin,cellularNoiseLookupFrequency:0.2,Frequency:0.1)
Same noise, but using all abbreviations: Ce(cD:e,cR:n,cN:Pe,cF:.2,F:.1)

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