4D OpenSimplex2 noise, with XY and ZW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Y (or Z and W) are horizontal. Recommended for noise(x, y, sin(time), cos(time)) trick.
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4D OpenSimplex2 noise, with XY and ZW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Y (or Z and W) are horizontal. Recommended for noise(x, y, sin(time), cos(time)) trick.