billow

inline fun billow(seed: Int, position: Vector4, crossinline noise: (Int, Double, Double, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a 4D Billow noise value, which is a type of fractal noise that emphasizes the absolute value of noise layers.

Return

The resulting 4D Billow noise value.

Parameters

seed

The seed value to initialize the noise generator.

position

The 4D position vector (x, y, z, w) where the noise will be sampled.

noise

A function that represents the noise generation algorithm. Accepts the seed and 4D coordinates as input.

octaves

The number of noise layers applied to produce the final output. Defaults to 8.

lacunarity

The frequency multiplier for each successive octave. Defaults to 0.5.

gain

The amplitude multiplier for each successive octave. Defaults to 0.5.


inline fun billow(seed: Int, x: Double, y: Double, z: Double, w: Double, crossinline noise: (Int, Double, Double, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a 4D billow noise value, which is a type of fractal noise that emphasizes the absolute value of noise layers.

Return

A Double representing the combined billow noise value based on the input parameters.

Parameters

seed

The seed value to initialize the noise generation.

x

The x-coordinate in the noise space.

y

The y-coordinate in the noise space.

z

The z-coordinate in the noise space.

w

The w-coordinate in the noise space.

noise

A function that generates the base noise value given a seed and coordinates.

octaves

The number of noise layers to combine. Default is 8.

lacunarity

The factor by which the frequency of each octave is scaled. Default is 0.5.

gain

The factor by which the amplitude of each octave is scaled. Default is 0.5.


inline fun billow(seed: Int, position: Vector3, crossinline noise: (Int, Double, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a 3D Billow noise value, which is a type of fractal noise that emphasizes the absolute value of noise layers.

Return

The resultant billow noise value at the specified position.

Parameters

seed

The seed value for the noise function to ensure deterministic results.

position

A 3D vector representing the position for which the noise is calculated.

noise

A function that generates 3D noise given a seed and coordinates.

octaves

The number of layers of noise applied for detail (default is 8).

lacunarity

The frequency multiplier for successive noise layers (default is 0.5).

gain

The amplitude multiplier for successive noise layers (default is 0.5).


inline fun billow(seed: Int, x: Double, y: Double, z: Double, crossinline noise: (Int, Double, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a fractal noise pattern using the Billow algorithm.

The Billow algorithm is a variation of the Perlin/simplex noise pattern, but it produces ridged patterns by taking the absolute value of the noise. This method combines multiple layers of noise (octaves) to produce a fractal appearance.

Return

A Double representing the fractal noise value at the specified coordinates using the Billow algorithm.

Parameters

seed

The initial seed for the noise generation. Used as a basis for reproducibility.

x

The x-coordinate of the point to generate noise for.

y

The y-coordinate of the point to generate noise for.

z

The z-coordinate of the point to generate noise for.

noise

A function that takes a seed and three coordinates (x, y, z) and generates a noise value for that point.

octaves

The number of noise layers to combine. Default value is 8.

lacunarity

The scaling factor for the input coordinates between octaves. Higher values increase detail. Default value is 0.5.

gain

The amplitude reduction factor between octaves. Lower values reduce the influence of higher octaves. Default value is 0.5.


inline fun billow(seed: Int, position: Vector2, crossinline noise: (Int, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a 2D Billow noise value, which is a type of fractal noise that emphasizes the absolute value of noise layers.

Return

A combined noise value for the specified position.

Parameters

seed

The seed for the noise function, used to generate repeatable patterns.

position

A 2D vector representing the coordinates at which noise is generated.

noise

A function that computes noise for a given seed and coordinates (x, y).

octaves

The number of noise layers to combine. Higher values provide more detail. Default is 8.

lacunarity

The frequency multiplier for successive noise layers. Default is 0.5.

gain

The amplitude multiplier for successive noise layers. Default is 0.5.


inline fun billow(seed: Int, x: Double, y: Double, crossinline noise: (Int, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a 2D Billow noise value, which is a type of fractal noise that emphasizes the absolute value of noise layers.

Return

The computed billow noise value as a Double.

Parameters

seed

An integer seed value used to initialize the noise generation.

x

The x-coordinate for the noise generation.

y

The y-coordinate for the noise generation.

noise

A function that generates noise values given a seed and coordinates.

octaves

The number of iterations to perform to calculate the noise. Default is 8.

lacunarity

A multiplier applied to the coordinates at each octave to adjust frequency. Default is 0.5.

gain

A multiplier applied to the amplitude at each octave to adjust magnitude. Default is 0.5.


inline fun billow(seed: Int, x: Double, crossinline noise: (Int, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a Billow noise value, which is a type of fractal noise that emphasizes the absolute value of noise layers.

Return

A Double value representing the generated fractal noise.

Parameters

seed

The initial seed value used for noise generation.

x

The input value, typically representing a point in space or time.

noise

A function that generates noise based on the given seed and x value.

octaves

The number of layers of noise to generate. Higher values result in more detail. Defaults to 8.

lacunarity

The factor by which the frequency of the noise increases with each octave. Defaults to 0.5.

gain

The factor by which the amplitude of the noise decreases with each octave. Defaults to 0.5.


fun (Int, Double) -> Double.billow(octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): (Int, Double) -> Double(source)
fun (Int, Double, Double) -> Double.billow(octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): (Int, Double, Double) -> Double(source)
fun (Int, Double, Double, Double) -> Double.billow(octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): (Int, Double, Double, Double) -> Double(source)
fun (Int, Double, Double, Double, Double) -> Double.billow(octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): (Int, Double, Double, Double, Double) -> Double(source)