Noise
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.
Operator Properties
- Algorithm: the noise function to sample, either Simplex or Perlin.
- Feature Size: the size of the largest features in the noise field. Larger values give broader, smoother distortion.
- Magnitude: the furthest a point can be displaced.
- Seed: changes the noise pattern while keeping its character the same.
- Octaves: the number of noise layers summed together. Each octave adds finer detail.
- Lacunarity: how much finer each octave is than the previous one.
- Decay: how much weaker each octave is than the previous one. At 0 only a single octave is used.
- Period: when enabled, Perlin noise repeats seamlessly every Period × Feature Size. Ignored by Simplex.
- Backend: run the operator on the CPU or with CUDA.
