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1 | ## Noise |
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| 3 | The Noise operator displaces every point through a 3D noise field. Each point is moved along X, Y and Z by fractal (layered) Simplex or Perlin noise sampled at its position, which can be used to add organic distortion, texture or glitch effects to a cloud. |
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| 5 | ### Operator Properties |
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| 6 | - **Algorithm**: the noise function to sample, either Simplex or Perlin. |
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| 7 | - **Feature Size**: the size of the largest features in the noise field. Larger values give broader, smoother distortion. |
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| 8 | - **Magnitude**: the furthest a point can be displaced. |
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| 9 | - **Seed**: changes the noise pattern while keeping its character the same. |
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| 10 | - **Octaves**: the number of noise layers summed together. Each octave adds finer detail. |
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| 11 | - **Lacunarity**: how much finer each octave is than the previous one. |
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| 12 | - **Decay**: how much weaker each octave is than the previous one. At 0 only a single octave is used. |
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| 13 | - **Period**: when enabled, Perlin noise repeats seamlessly every _Period_ × _Feature Size_. Ignored by Simplex. |
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| 14 | - **Backend**: run the operator on the CPU or with CUDA. |
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| 16 | --- |
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| 18 | ::: buttonlink |
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| 19 | [View operator source](https://github.com/matth-av/pointcaster/blob/qt/src/plugins/operators/noise/noise_operator.cc) |
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| 20 | ::: |
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