🌿 Perlin Noise

Perlin noise (Ken Perlin, 1983 — Academy Award) is a gradient noise function: pseudo-random gradients are assigned to lattice points, and the noise value at any position is the smoothly interpolated dot product with surroundings gradients. Unlike white noise, Perlin noise is smooth and continuous, making it ideal for natural-looking textures. Adding multiple octaves (fractional Brownian motion, fBm) at successively doubled frequencies and halved amplitudes produces terrain, clouds, fire and wood-grain. Each preset uses the same algorithm with different colour maps and thresholds. 🇺🇦 Українська

Preset

fBm Parameters

Seed & Animation

Resolution
Z offset0.000
Min value
Max value

How Perlin Noise Works

Each lattice cell has four corners with pseudo-random unit gradient vectors. For a query point (x,y), compute offset vectors to each corner, dot with gradients, then blend with a smooth fade curve t³(6t²−15t+10). The result is always in [−1,+1] and continuous. fBm sums noctaves layers: noise(x·fi, y·fi) · pi, where f=lacunarity (default 2) and p=persistence (default 0.5). High octaves add fine detail; high persistence makes terrain rougher. The terrain preset maps noise to sea/land/mountain colour bands. Increasing the Z slice over time gives a smooth morphing "4D" animation.