Perlin Noise

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(this previous web page from 2008 did not work at all so I added Perlin noise from a blog)
(Another function)
 
(One intermediate revision by one user not shown)
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== Another function ==
 
== Another function ==
 +
previous information above is out of date links
 +
here are 4 new functions including voronoi on a pretty free license
 +
[http://forum.unity3d.com/threads/68764-LibNoise-Ported-to-Unity?p=439185#post439185 UnityScript noises on forum]
  
Here is a nearly complete implementation of Perlin noise in UnityScript,although I didn't finish completing it because I didn't understand JavaScript this.noise function.
+
Also here is a nearly complete implementation of Perlin noise in UnityScript,although I didn't finish completing it because I didn't understand JavaScript this.noise function.
 
I am sure I will finish it or else you can help if you want the original is here-
 
I am sure I will finish it or else you can help if you want the original is here-
 
[http://asserttrue.blogspot.co.uk/2011/12/perlin-noise-in-javascript_31.html JavaScript Perlin noise implementation]
 
[http://asserttrue.blogspot.co.uk/2011/12/perlin-noise-in-javascript_31.html JavaScript Perlin noise implementation]

Latest revision as of 04:01, 23 October 2012

[edit] Description

The following snippet shows how to use noise for smoothly randomly moving objects, rotating them or animated light intensity.

[edit] Usage

Download the package. Open Unity with your own project folder. Double click on the unityPackage in the finder. [PerlinNoise]

This installs the perlin noise class and 3 scripts implementing:

  1. Animated light intensity noise
  2. Animated noise position
  3. Animated noise rotation

To use one of the scripts, just drag them on a game object, to make them move, rotate, animate light based on noise.

[edit] Another function

previous information above is out of date links here are 4 new functions including voronoi on a pretty free license UnityScript noises on forum

Also here is a nearly complete implementation of Perlin noise in UnityScript,although I didn't finish completing it because I didn't understand JavaScript this.noise function. I am sure I will finish it or else you can help if you want the original is here- JavaScript Perlin noise implementation

#pragma strict
 
 
// This is a port of Ken Perlin's Java code. The
// original Java code is at http://cs.nyu.edu/%7Eperlin/noise/.
// Note that in this version, a number from 0 to 1 is returned.
function PerlinNoise() {
var x :int;
var y :int; 
var z :int;
var t :int;
var a :int;
var b :int;
var n :int;
var hash :int;
	 thisnoise (x, y, z);
	 fade(t);
	 lerp( t, a, b);
	 grad(hash, x, y, z);
     scale(n);}
 
function thisnoise (x:int, y:int, z:int) {
 
   var p : int[]; //array
   p = new int[512];
   var permutation : int[] = [ 151,160,137,91,90,15,
   131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
   190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
   88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
   77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
   102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
   135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
   5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
   223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
   129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
   251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
   49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
   138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
   ];
   for (var i=0; i < 256 ; i++) 
 p[256+i] = p[i] = permutation[i]; 
 
     var X = parseInt(Mathf.Floor(x)) & 255;                  // FIND UNIT CUBE THAT
	 var Y = parseInt(Mathf.Floor(y)) & 255;                // CONTAINS POINT.
	 var Z = parseInt(Mathf.Floor(z)) & 255;
      x -= Mathf.Floor(x);                                // FIND RELATIVE X,Y,Z
      y -= Mathf.Floor(y);                                // OF POINT IN CUBE.
      z -= Mathf.Floor(z);
      var    u = fade(x);                               // COMPUTE FADE CURVES
       var      v = fade(y);                               // FOR EACH OF X,Y,Z.
      var       w = fade(z);
      var A = p[X  ]+Y;var AA = p[A]+Z;var AB = p[A+1]+Z;      // HASH COORDINATES OF
         var B = p[X+1]+Y;var BA = p[B]+Z;var BB = p[B+1]+Z;      // THE 8 CUBE CORNERS,
 
      return scale(lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z   ),  // AND ADD
                                     grad(p[BA  ], x-1, y  , z   )), // BLENDED
                             lerp(u, grad(p[AB  ], x  , y-1, z   ),  // RESULTS
                                     grad(p[BB  ], x-1, y-1, z   ))),// FROM  8
                     lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1 ),  // CORNERS
                                     grad(p[BA+1], x-1, y  , z-1 )), // OF CUBE
                             lerp(u, grad(p[AB+1], x  , y-1, z-1 ),
                                     grad(p[BB+1], x-1, y-1, z-1 )))));
   }
   function fade(t:int) { return t * t * t * (t * (t * 6 - 15) + 10); }
   function lerp( t:int, a:int, b:int) { return a + t * (b - a); }
   function grad(hash:int, x:int, y:int, z:int) {
      var h = hash & 15;                      // CONVERT LO 4 BITS OF HASH CODE
      var u = h<8 ? x : y;                 // INTO 12 GRADIENT DIRECTIONS.
           var  v = h<4 ? y : h==12||h==14 ? x : z;
      return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
   } 
   function scale(n:int) { return (1 + n)/2; }
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