Noise3D#
Shared procedural noise: 3D gradient noise with its analytic derivative (quintic fade, Perlin's edge gradients) and curl noise built from it. Curl noise is divergence-free, so a velocity field sampled from it swirls like a fluid without simulating one (Bridson et al. 2007). Deterministic: hashed from integer lattice coordinates and a seed, the same in every process. Shaders/Noise.slang is its shader-side sibling.
public static class Noise3DCurl#
public static Vector3 Curl(Vector3 p, uint seed);The curl of a vector potential made of three gradient noises: a divergence-free velocity field with components of about ±1 (swirls one lattice unit across).
Gradient#
public static float Gradient(Vector3 p, uint seed, out Vector3 derivative);Gradient noise in about [−1, 1] at p, and its gradient ∂n/∂p.
Source#
- Noise3D.cs