Rasagar/Library/PackageCache/com.unity.visualeffectgraph/Documentation~/Operator-PerlinCurlNoise.md
2024-08-26 23:07:20 +03:00

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Perlin Curl Noise

Menu Path : Operator > Noise > Perlin Curl Noise

The Perlin Curl Noise Operator allows you to sample a noise value within a specified range in two or three dimensions based on provided coordinates. Perlin curl noise uses similar math to the Perlin Noise Operator, but with the addition of a curl function which allows it to generate a turbulent noise. This resulting noise is incompressible (divergence-free), which means that particles cannot converge to sink points where they get stuck.

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A good use case for Curl Noise is emulating fluid or gas simulation, without having to perform complex calculations.

Operator settings

Property Type Description
Dimensions Enum Specify whether the noise is two, or three dimensional.
Type Enum Specify what type of noise to use.

Operator properties

Input Type Description
Coordinate FloatVector2Vector3 The coordinate in the noise field to sample from.

The Type changes to match the number of Dimensions.
Frequency Float The period in which Unity samples the noise. A higher frequency results in more frequent noise change.
Octaves Int The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.
Roughness Float The scaling factor Unity applies to each octave. Unity only uses roughness when Octaves is set to a value higher than 1.
Lacunarity Float The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.
Amplitude Float The magnitude of the noise. A higher value increases the range of values the Noise port can return.
Output Type Description
Noise Float The noise value at the coordinate you specify.