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Generate Perlin, Simplex, Worley, and value noise with tunable octaves, persistence, lacunarity, and seed. Perfect for game development textures, procedural terrain, shader backgrounds, and generative art.
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Perlin noise is a gradient-based pseudo-random noise function producing smooth, natural-looking patterns used for terrain, clouds, textures, and procedural animation.
Fractional Brownian Motion (fBm) sums multiple octaves (frequencies) of noise scaled by persistence. More octaves = more detail; higher persistence = rougher output.
Simplex noise (Ken Perlin's later work) is faster, has fewer directional artifacts, and scales better to higher dimensions. Both serve similar use cases.
Enable the tileable option for seamless wrap-around — required for texture maps in game engines.