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tiling-noise

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  • License MIT

Make seamless tileable noise

Package Exports

  • tiling-noise

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (tiling-noise) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

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]