Table of Contents

Noise and turbulence functions for texture patterns

Primitive: Gardner Solid Noise

hfa_noiseg.jpg
Definition: Series(x)*Series(y)*Series(z) with Gardner's series

Call: hfA_NoiseG(x,freq,phase);

Parameters:

x - point coordinates array
freq - noise frequency
phase - phase for the series

Output : A value in [0,1]

Test file: hfA_NoiseG.hf

Primitive: Perlin Solid Noise

hfa_noisep.jpg
Definition: Interpolation of random value

Call: hfA_NoiseP(x);

Parameters:

x - point coordinates array

Output: A value in [-1,1]

Test file: hfA_NoiseP.hf

Primitive: Turbulence (using Perlin's noise)

hfa_turbulence.jpg
Definition: Perlin's Turbulence function

Call: hfA_Turbulence(x,freq);

Parameters:

x - point coordinates array
freq - frequence of the turbulence

Output: A value in [0,1]

Test file: hfA_Turbulence.hf