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tiling-noise

v1.0.1

Published

Make seamless tileable noise

Downloads

5

Readme

Tiling Noise

A tiny library to make seamless tileable noise from any 4D noise function.
Works by mapping coordinates to a Clifford torus, using the method described by JTippetts.

Installation

Use with your favorite 4D noise library

npm i tiling-noise

Or use with one of these

npm i tiling-noise open-simplex-noise
npm i tiling-noise simplex-noise
npm i tiling-noise asm-noise

Usage

Requires a 4d noise function noise4D(x, y, z, w) from a library such as those above

import makeTilingNoise from 'tiling-noise';

// Using open-simplex-noise:
import { makeNoise4D } from 'open-simplex-noise';
const noise4D = makeNoise4D(Date.now());

// Using simplex-noise:
import SimplexNoise from 'simplex-noise';
const simplex = new SimplexNoise();
const noise4D = (x, y, z, w) => simplex.noise4D(x, y, z, w);

// Using asm-noise:
const noise4D = require('asm-noise');

const tilingNoise = makeTilingNoise({
  width: tileWidth, // required
  height: tileHeight, // required
  noise4D: noise4D, // required
  // Constant used to stretch circle in torus mapping, uniform or per axis
  stretch: 1, // or [xStrech, yStretch, zStretch, wStretch]
  // Offset constant in 4D space, uniform or per axis
  offset: 0, // or [xOffset, yOffset, zOffset, wOffset]
});

const noise = tilingNoise(x, y);

Full example (with open-simplex-noise):

import makeTiling from 'tiling-noise';
import { makeNoise4D } from 'open-simplex-noise';

const [width, height] = [400, 200];
const [tileWidth, tileHeight] = [64, 64];

const noise4D = makeNoise4D(Date.now());
const tilingNoise = makeTiling({
  width: tileWidth, 
  height: tileHeight, 
  noise4D: noise4D,
  stretch: 10,
});

const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
document.body.appendChild(canvas);
const ctx = canvas.getContext('2d');
const img = ctx.createImageData(width, height);
for (let x = 0; x < width; x++) {
  for (let y = 0; y < height; y++) {
    const i = 4 * (y * width + x);
    const value = (tilingNoise(x, y) + 1) * 128;
    img.data[i] = value;
    img.data[i + 1] = value;
    img.data[i + 2] = value;
    img.data[i + 3] = 255;
  }
}
ctx.putImageData(img, 0, 0);

Offset (& Animation)

Offset animated:

let time = 0;
setInterval(() => {
  const tilingNoise = makeTiling({
    width: tileWidth, 
    height: tileHeight, 
    noise4D: noise4D,
    stretch: 10,
    offset: 0.1 * time,
  });
  const img = ctx.createImageData(width, height);
  for (let x = 0; x < width; x++) {
    for (let y = 0; y < height; y++) {
      const i = 4 * (y * width + x);
      const value = (tilingNoise(x, y) + 1) * 128;
      img.data[i] = value;
      img.data[i + 1] = value;
      img.data[i + 2] = value;
      img.data[i + 3] = 255;
    }
  }
  ctx.putImageData(img, 0, 0);
  time++;
}, 100);

Effect of switching between incrementing each component of offset in equal time intervals:

Stretch

stretch: 1

stretch: 10

stretch: 100

stretch: [10, 1] or stretch: [10, 1, 10, 1]

stretch: [10, 1, 1, 10]

Setting stretch: [time, 1, 1, time]