Coherent noise generates smoothly varying randomness in n dimensions. Multiple copies of it at different frequencies can be combined in different ways to produce a wide variety of effects, particularly for terrain or texture generation.
Actual “Perlin” noise is an older formula for coherent noise, which produces a lot of 45 and 90 degree bias. I recommend using a “Simplex” type noise instead. OpenSimplex and OpenSimplex2(S) are some algorithms I’ve put out there so that people can avoid IP claims while using them.
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