public class FoamNoise extends java.lang.Object implements Noise.Noise2D, Noise.Noise3D, Noise.Noise4D, Noise.Noise5D, Noise.Noise6D
Noise.Layered3D
and similar classes if you use
one of those variants, which also probably needs adjustments to frequency. Changing lacunarity wit multiple octaves
can be useful to edit how tightly the noise clumps together. FoamNoise tends to look about the same with 3 octaves as
it does with 4 octaves; for perceived quality, the returns seem to diminish quickly from added octaves. This isn't
accurate for all frequencies, so you should definitely run through your options for what kinds of noise look good for
a particular scenario. Mixing Simplex and Foam noise can produce a good water effect when applied to grid cells.
Modifier and Type | Field and Description |
---|---|
static FoamNoise |
instance |
int |
seed |
double |
sharpness |
Constructor and Description |
---|
FoamNoise() |
FoamNoise(int seed) |
FoamNoise(long seed) |
FoamNoise(long seed,
double sharpness) |
Modifier and Type | Method and Description |
---|---|
double |
foamNoise(double x,
double y,
double z,
double w,
double u,
double v,
int seed) |
double |
foamNoise(double x,
double y,
double z,
double w,
double u,
int seed) |
double |
foamNoise(double x,
double y,
double z,
double w,
int seed) |
double |
foamNoise(double x,
double y,
double z,
int seed) |
double |
foamNoise(double x,
double y,
int seed) |
double |
getNoise(double x,
double y) |
double |
getNoise(double x,
double y,
double z) |
double |
getNoise(double x,
double y,
double z,
double w) |
double |
getNoise(double x,
double y,
double z,
double w,
double u) |
double |
getNoise(double x,
double y,
double z,
double w,
double u,
double v) |
double |
getNoiseWithSeed(double x,
double y,
double z,
double w,
double u,
double v,
long seed) |
double |
getNoiseWithSeed(double x,
double y,
double z,
double w,
double u,
long seed) |
double |
getNoiseWithSeed(double x,
double y,
double z,
double w,
long seed) |
double |
getNoiseWithSeed(double x,
double y,
double z,
long seed) |
double |
getNoiseWithSeed(double x,
double y,
long seed) |
public static final FoamNoise instance
public int seed
public double sharpness
public FoamNoise()
public FoamNoise(int seed)
public FoamNoise(long seed)
public FoamNoise(long seed, double sharpness)
public double foamNoise(double x, double y, int seed)
public double foamNoise(double x, double y, double z, int seed)
public double foamNoise(double x, double y, double z, double w, int seed)
public double foamNoise(double x, double y, double z, double w, double u, int seed)
public double foamNoise(double x, double y, double z, double w, double u, double v, int seed)
public double getNoise(double x, double y)
getNoise
in interface Noise.Noise2D
public double getNoiseWithSeed(double x, double y, long seed)
getNoiseWithSeed
in interface Noise.Noise2D
public double getNoise(double x, double y, double z)
getNoise
in interface Noise.Noise3D
public double getNoiseWithSeed(double x, double y, double z, long seed)
getNoiseWithSeed
in interface Noise.Noise3D
public double getNoise(double x, double y, double z, double w)
getNoise
in interface Noise.Noise4D
public double getNoiseWithSeed(double x, double y, double z, double w, long seed)
getNoiseWithSeed
in interface Noise.Noise4D
public double getNoise(double x, double y, double z, double w, double u)
getNoise
in interface Noise.Noise5D
public double getNoiseWithSeed(double x, double y, double z, double w, double u, long seed)
getNoiseWithSeed
in interface Noise.Noise5D
public double getNoise(double x, double y, double z, double w, double u, double v)
getNoise
in interface Noise.Noise6D
public double getNoiseWithSeed(double x, double y, double z, double w, double u, double v, long seed)
getNoiseWithSeed
in interface Noise.Noise6D
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