A procedural noise generation library for Rust.
use noise::noise_fns::Fbm; let fbm = Fbm::new(); let val = fbm.get([42.0, 37.0, 2.0]);
Gradient noise produces a smooth, continuous value over space. It's achieved by dividing space into regions, and placing a random gradient at each vertex, then blending between those gradients.
A very fast and reasonable quality gradient noise:
A slower but higher quality form of gradient noise:
Value noise (sometimes mistaken with gradient noise) produces lower quality smooth noise. It exhibits pronounced grid artifacts, but can be slightly faster than gradient noise. Benchmarks show it's about 1.2–1.3× faster than Perlin noise.
Cell neighbours are blended using a weighted S-curve linear interpolation method. This removes any discontinuities across grid edges.
Fractional Brownian Motion
A way of combining multiple octaves of a noise function to create a richer and more varied output:
Named after Steven Worley, and also called Voronoi noise, is based on dividing space into cells based on proximity to a random set of seed points.
These are the actual noise functions, which just take a coordinate using
get() and return
a value. They can be chained together when declared, creating very complex noise results.
See the individual function pages for their descriptions, and the examples for their usage.
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT) at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you shall be dual licensed as above, without any additional terms or conditions.