2D SuperSimplex noise, standard lattice orientation.
2D SuperSimplex noise, with Y pointing down the main diagonal. Might be better for a 2D sandbox style game, where Y is vertical. Probably slightly less optimal for heightmaps or continent maps.
3D Re-oriented 8-point BCC noise, classic orientation Proper substitute for what 3D SuperSimplex would be, in light of Forbidden Formulae. Use noise3_XYBeforeZ or noise3_XZBeforeY instead, wherever appropriate.
3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate should always be the "different" coordinate in your use case. If Y is vertical in world coordinates, call noise3_XYBeforeZ(x, z, Y) or use noise3_XZBeforeY. If Z is vertical in world coordinates, call noise3_XYBeforeZ(x, y, Z). For a time varied animation, call noise3_XYBeforeZ(x, y, T).
3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate should always be the "different" coordinate in your use case. If Y is vertical in world coordinates, call noise3_XZBeforeY(x, Y, z). If Z is vertical in world coordinates, call noise3_XZBeforeY(x, Z, y) or use noise3_XYBeforeZ. For a time varied animation, call noise3_XZBeforeY(x, T, y) or use noise3_XYBeforeZ.
4D SuperSimplex noise, classic lattice orientation.
4D SuperSimplex 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.
4D SuperSimplex noise, with XYZ oriented like noise3_Classic, and W for an extra degree of freedom. Recommended for time-varied animations which texture a 3D object (W=time)
4D SuperSimplex noise, with XZ and YW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Z (or Y and W) are horizontal.
2D OpenSimplex2 noise, standard lattice orientation.
2D OpenSimplex2 noise, with Y pointing down the main diagonal. Might be better for a 2D sandbox style game, where Y is vertical. Probably slightly less optimal for heightmaps or continent maps.
3D OpenSimplex2 noise, classic orientation. Proper substitute for 3D Simplex in light of Forbidden Formulae. Use noise3_XYBeforeZ or noise3_XZBeforeY instead, wherever appropriate.
3D OpenSimplex2 noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate should always be the "different" coordinate in your use case. If Y is vertical in world coordinates, call noise3_XYBeforeZ(x, z, Y) or use noise3_XZBeforeY. If Z is vertical in world coordinates, call noise3_XYBeforeZ(x, y, Z). For a time varied animation, call noise3_XYBeforeZ(x, y, T).
3D OpenSimplex2 noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate should always be the "different" coordinate in your use case. If Y is vertical in world coordinates, call noise3_XZBeforeY(x, Y, z). If Z is vertical in world coordinates, call noise3_XZBeforeY(x, Z, y) or use noise3_XYBeforeZ. For a time varied animation, call noise3_XZBeforeY(x, T, y) or use noise3_XYBeforeZ.
4D OpenSimplex2 noise, classic lattice orientation.
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.
4D OpenSimplex2 noise, with XZ and YW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Z (or Y and W) are horizontal.
4D OpenSimplex2 noise, with XYZ oriented like noise3_Classic, and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied animations which texture a 3D object (W=time)
K.jpg's OpenSimplex 2, smooth variant ("SuperSimplex")
- 2D is standard simplex, modified to support larger kernels. Implemented using a lookup table. - 3D is "Re-oriented 8-point BCC noise" which constructs a congruent BCC lattice in a much different way than usual. - 4D uses a naïve pregenerated lookup table, and averages out to the expected performance.
Multiple versions of each function are provided. See the documentation above each, for more info.