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Ron Valstar
front-end developer

noise grid

Normally you would use Perlin Noise for surfaces, textures, movements or any other form that is continious and irregular. But what if you want points that are spread irregularly, a forest for instance or a starfield. This can be done with Perlin noise as well. You take a grid, place it over the noise field. Then you use the each points noise value as angle for a translation (multiplied with an insanely large number). The length of the translation would depend on the type and size of your grid, in a triangular grid this would be the distance between two points in that grid.
I used a threshold here to create ‘blobs’ of points. Of course the ‘thickness’ of the pointclouds will be exactly the same as that of the grid.
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