reckfellENGINE

FastNoiseLite

Configurable coordinate noise for masks, height data and procedural fields.

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class FastNoiseLiteReckfellSharpInherits Noise

Create an owned FastNoiseLite, set Seed/NoiseType/Frequency, and sample coordinates through GetNoise2D/3D. Identical settings and coordinates repeat results in the tested runtime; this is not a random sequence or a promise of bitwise identity across future versions.

Fractal settings control base-noise octaves; DomainWarp settings control a separate coordinate transformation. Seed applies to both. Higher values do not automatically mean higher quality. Validate finite values and sensible octave counts yourself instead of treating Inspector ranges as clamps.

Output is not necessarily 0..1 or [−1,1], especially in Cellular modes. GetImage returns quantized CPU L8; use numeric samples for precise height data. In 1.0.0 GetNoise1D applies Offset.x again; use GetNoise2D(x, 0) for a single-offset slice.

Settings, Changed, repeatability and small CPU images were tested. GPU behavior, visual seams, complete range coverage of every algorithm, extreme parameters, performance and cross-platform determinism were not established.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

FastNoiseLiteConstructor
# FastNoiseLite
C#
public FastNoiseLite();

Creates an owned CPU coordinate-noise generator with Reckfell defaults: seed=0, Frequency=0.01, SimplexSmooth, five-octave Fbm and warp disabled. These differ from standalone library defaults. Dispose the owned resource after use; multiple consumers may share one resource.

Properties21

CellularDistanceFunctionProperty
# CellularDistanceFunction
C#
public FastNoiseLite.CellularDistanceFunctionEnum CellularDistanceFunction { get; set; }

Cellular metric: Euclidean, EuclideanSquared, Manhattan or Hybrid; default Euclidean. Affects base Cellular noise, not level-geometry distances. Assignment does not change NoiseType.

CellularJitterProperty
# CellularJitter
C#
public float CellularJitter { get; set; }

Random feature-point displacement strength for Cellular, default 1. Values above 1 can produce cellular artifacts; do not raise it as a quality setting. Assignment does not enable Cellular and performs no runtime clamp.

CellularReturnTypeProperty
# CellularReturnType
C#
public FastNoiseLite.CellularReturnTypeEnum CellularReturnType { get; set; }

Selects Cellular output: a cell value or an expression of distances to nearby feature points; default Distance. Some modes exceed [−1,1]. Unnormalized image conversion clips out-of-range values; handle numeric ranges explicitly.

DomainWarpAmplitudeProperty
# DomainWarpAmplitude
C#
public float DomainWarpAmplitude { get; set; }

Warp coordinate-displacement amplitude, default 30. Not noise-value amplitude. At zero, tested samples match disabled warp; increasing it does not imply better visual quality.

DomainWarpEnabledProperty
# DomainWarpEnabled
C#
public bool DomainWarpEnabled { get; set; }

Enables coordinate transformation before base-noise evaluation, default false. Does not distort an already created Image and is not an extra color layer. Toggling changes the result; assigning the same bool emits no Changed.

DomainWarpFractalGainProperty
# DomainWarpFractalGain
C#
public float DomainWarpFractalGain { get; set; }

Amplitude multiplier between warp octaves, default 0.5. Does not change base FractalGain. Supply a finite meaningful value.

DomainWarpFractalLacunarityProperty
# DomainWarpFractalLacunarity
C#
public float DomainWarpFractalLacunarity { get; set; }

Frequency multiplier between warp octaves, default 6. Changes neither base FractalLacunarity nor texture dimensions.

DomainWarpFractalOctavesProperty
# DomainWarpFractalOctaves
C#
public int DomainWarpFractalOctaves { get; set; }

Warp octave count, default 5. Additional work when warp is enabled, not the base-noise octave count. Validate a sensible positive value before setting.

DomainWarpFractalTypeProperty
# DomainWarpFractalType
C#
public FastNoiseLite.DomainWarpFractalTypeEnum DomainWarpFractalType { get; set; }

Warp-octave combination: None, Progressive or Independent; default Progressive. Progressive successively warps coordinates; Independent combines independent contributions. Separate from base FractalType.

DomainWarpFrequencyProperty
# DomainWarpFrequency
C#
public float DomainWarpFrequency { get; set; }

Warp-field frequency scale, default 0.05. Independent of base Frequency. Supply a finite value and enable DomainWarpEnabled for it to affect sampling.

DomainWarpTypeProperty
# DomainWarpType
C#
public FastNoiseLite.DomainWarpTypeEnum DomainWarpType { get; set; }

Warp algorithm: Simplex, SimplexReduced or BasicGrid; default Simplex. Effective only with DomainWarpEnabled=true; does not change base NoiseType.

FractalGainProperty
# FractalGain
C#
public float FractalGain { get; set; }

Amplitude multiplier between base-noise octaves, default 0.5. Not an overall terrain-height multiplier. Use a finite value; unconventional values can change the expected range.

FractalLacunarityProperty
# FractalLacunarity
C#
public float FractalLacunarity { get; set; }

Base-noise frequency multiplier between octaves, default 2. Neither world offset nor cell size. Use a finite meaningful value.

FractalOctavesProperty
# FractalOctaves
C#
public int FractalOctaves { get; set; }

Base fractal octave count, default 5. More octaves generally require more work; added detail depends on frequency and sampling scale. Use a sensible positive count and validate it yourself. Not a terrain LOD count.

FractalPingPongStrengthProperty
# FractalPingPongStrength
C#
public float FractalPingPongStrength { get; set; }

Ping-pong transform strength for FractalType=PingPong, default 2. Assignment alone does not select that FractalType. Use a finite value.

FractalTypeProperty
# FractalType
C#
public FastNoiseLite.FractalTypeEnum FractalType { get; set; }

Base-noise octave combination: None, Fbm, Ridged or PingPong; default Fbm. None disables multilayer combination. Does not select the warp fractal; use DomainWarpFractalType for that.

FractalWeightedStrengthProperty
# FractalWeightedStrength
C#
public float FractalWeightedStrength { get; set; }

Modulates subsequent-octave contributions from earlier results, default 0. Use 0..1 for ordinary controlled behavior; the setter does not clamp it. Neither probability nor octave count.

FrequencyProperty
# Frequency
C#
public float Frequency { get; set; }

Base-noise frequency scale, default 0.01: larger positive values produce finer spatial detail. Not FPS or animation speed. Warp has separate DomainWarpFrequency. Supply finite values; an Inspector range does not imply runtime clamping.

NoiseTypeProperty
# NoiseType
C#
public FastNoiseLite.NoiseTypeEnum NoiseType { get; set; }

Base algorithm: Simplex, SimplexSmooth, Cellular, Perlin, ValueCubic or Value; default SimplexSmooth. Cellular uses its own settings. Output range depends on algorithm/mode; do not assume every value is guaranteed within [−1,1]. Not an Image format or terrain mesh type.

OffsetProperty
# Offset
C#
public Vector3 Offset { get; set; }

Input-coordinate offset before noise evaluation, not an offset of a finished Image. 2D uses X/Y; 3D uses X/Y/Z. In 1.0.0 GetNoise1D applies X again through its 2D call; use GetNoise2D(x, 0) for a predictable single-offset slice. 1D with warp also has an extra transformation stage, not separately accepted.

SeedProperty
# Seed
C#
public int Seed { get; set; }

Integer coordinate-noise seed, default 0. Updates both base and warp generators, not an RNG sequence state. Repeatability requires identical coordinates and ALL settings; bitwise cross-version/platform identity is not promised. Setter emits Changed even for the same value.

Methods42

GetCellularDistanceFunctionFastNoiseLite.CellularDistanceFunctionEnum
# GetCellularDistanceFunction
C#
public FastNoiseLite.CellularDistanceFunctionEnum GetCellularDistanceFunction();

Reads CellularDistanceFunction without generating an Image. Cellular metric: Euclidean, EuclideanSquared, Manhattan or Hybrid; default Euclidean. Affects base Cellular noise, not level-geometry distances. Assignment does not change NoiseType.

Returns FastNoiseLite.CellularDistanceFunctionEnum

Stored CellularDistanceFunction value, not an image or a new sample.

GetCellularJitterfloat
# GetCellularJitter
C#
public float GetCellularJitter();

Reads CellularJitter without generating an Image. Random feature-point displacement strength for Cellular, default 1. Values above 1 can produce cellular artifacts; do not raise it as a quality setting. Assignment does not enable Cellular and performs no runtime clamp.

Returns float

Stored CellularJitter value, not an image or a new sample.

GetCellularReturnTypeFastNoiseLite.CellularReturnTypeEnum
# GetCellularReturnType
C#
public FastNoiseLite.CellularReturnTypeEnum GetCellularReturnType();

Reads CellularReturnType without generating an Image. Selects Cellular output: a cell value or an expression of distances to nearby feature points; default Distance. Some modes exceed [−1,1]. Unnormalized image conversion clips out-of-range values; handle numeric ranges explicitly.

Returns FastNoiseLite.CellularReturnTypeEnum

Stored CellularReturnType value, not an image or a new sample.

GetDomainWarpAmplitudefloat
# GetDomainWarpAmplitude
C#
public float GetDomainWarpAmplitude();

Reads DomainWarpAmplitude without generating an Image. Warp coordinate-displacement amplitude, default 30. Not noise-value amplitude. At zero, tested samples match disabled warp; increasing it does not imply better visual quality.

Returns float

Stored DomainWarpAmplitude value, not an image or a new sample.

GetDomainWarpFractalGainfloat
# GetDomainWarpFractalGain
C#
public float GetDomainWarpFractalGain();

Reads DomainWarpFractalGain without generating an Image. Amplitude multiplier between warp octaves, default 0.5. Does not change base FractalGain. Supply a finite meaningful value.

Returns float

Stored DomainWarpFractalGain value, not an image or a new sample.

GetDomainWarpFractalLacunarityfloat
# GetDomainWarpFractalLacunarity
C#
public float GetDomainWarpFractalLacunarity();

Reads DomainWarpFractalLacunarity without generating an Image. Frequency multiplier between warp octaves, default 6. Changes neither base FractalLacunarity nor texture dimensions.

Returns float

Stored DomainWarpFractalLacunarity value, not an image or a new sample.

GetDomainWarpFractalOctavesint
# GetDomainWarpFractalOctaves
C#
public int GetDomainWarpFractalOctaves();

Reads DomainWarpFractalOctaves without generating an Image. Warp octave count, default 5. Additional work when warp is enabled, not the base-noise octave count. Validate a sensible positive value before setting.

Returns int

Stored DomainWarpFractalOctaves value, not an image or a new sample.

GetDomainWarpFractalTypeFastNoiseLite.DomainWarpFractalTypeEnum
# GetDomainWarpFractalType
C#
public FastNoiseLite.DomainWarpFractalTypeEnum GetDomainWarpFractalType();

Reads DomainWarpFractalType without generating an Image. Warp-octave combination: None, Progressive or Independent; default Progressive. Progressive successively warps coordinates; Independent combines independent contributions. Separate from base FractalType.

Returns FastNoiseLite.DomainWarpFractalTypeEnum

Stored DomainWarpFractalType value, not an image or a new sample.

GetDomainWarpFrequencyfloat
# GetDomainWarpFrequency
C#
public float GetDomainWarpFrequency();

Reads DomainWarpFrequency without generating an Image. Warp-field frequency scale, default 0.05. Independent of base Frequency. Supply a finite value and enable DomainWarpEnabled for it to affect sampling.

Returns float

Stored DomainWarpFrequency value, not an image or a new sample.

GetDomainWarpTypeFastNoiseLite.DomainWarpTypeEnum
# GetDomainWarpType
C#
public FastNoiseLite.DomainWarpTypeEnum GetDomainWarpType();

Reads DomainWarpType without generating an Image. Warp algorithm: Simplex, SimplexReduced or BasicGrid; default Simplex. Effective only with DomainWarpEnabled=true; does not change base NoiseType.

Returns FastNoiseLite.DomainWarpTypeEnum

Stored DomainWarpType value, not an image or a new sample.

GetFractalGainfloat
# GetFractalGain
C#
public float GetFractalGain();

Reads FractalGain without generating an Image. Amplitude multiplier between base-noise octaves, default 0.5. Not an overall terrain-height multiplier. Use a finite value; unconventional values can change the expected range.

Returns float

Stored FractalGain value, not an image or a new sample.

GetFractalLacunarityfloat
# GetFractalLacunarity
C#
public float GetFractalLacunarity();

Reads FractalLacunarity without generating an Image. Base-noise frequency multiplier between octaves, default 2. Neither world offset nor cell size. Use a finite meaningful value.

Returns float

Stored FractalLacunarity value, not an image or a new sample.

GetFractalOctavesint
# GetFractalOctaves
C#
public int GetFractalOctaves();

Reads FractalOctaves without generating an Image. Base fractal octave count, default 5. More octaves generally require more work; added detail depends on frequency and sampling scale. Use a sensible positive count and validate it yourself. Not a terrain LOD count.

Returns int

Stored FractalOctaves value, not an image or a new sample.

GetFractalPingPongStrengthfloat
# GetFractalPingPongStrength
C#
public float GetFractalPingPongStrength();

Reads FractalPingPongStrength without generating an Image. Ping-pong transform strength for FractalType=PingPong, default 2. Assignment alone does not select that FractalType. Use a finite value.

Returns float

Stored FractalPingPongStrength value, not an image or a new sample.

GetFractalTypeFastNoiseLite.FractalTypeEnum
# GetFractalType
C#
public FastNoiseLite.FractalTypeEnum GetFractalType();

Reads FractalType without generating an Image. Base-noise octave combination: None, Fbm, Ridged or PingPong; default Fbm. None disables multilayer combination. Does not select the warp fractal; use DomainWarpFractalType for that.

Returns FastNoiseLite.FractalTypeEnum

Stored FractalType value, not an image or a new sample.

GetFractalWeightedStrengthfloat
# GetFractalWeightedStrength
C#
public float GetFractalWeightedStrength();

Reads FractalWeightedStrength without generating an Image. Modulates subsequent-octave contributions from earlier results, default 0. Use 0..1 for ordinary controlled behavior; the setter does not clamp it. Neither probability nor octave count.

Returns float

Stored FractalWeightedStrength value, not an image or a new sample.

GetFrequencyfloat
# GetFrequency
C#
public float GetFrequency();

Reads Frequency without generating an Image. Base-noise frequency scale, default 0.01: larger positive values produce finer spatial detail. Not FPS or animation speed. Warp has separate DomainWarpFrequency. Supply finite values; an Inspector range does not imply runtime clamping.

Returns float

Stored Frequency value, not an image or a new sample.

GetNoiseTypeFastNoiseLite.NoiseTypeEnum
# GetNoiseType
C#
public FastNoiseLite.NoiseTypeEnum GetNoiseType();

Reads NoiseType without generating an Image. Base algorithm: Simplex, SimplexSmooth, Cellular, Perlin, ValueCubic or Value; default SimplexSmooth. Cellular uses its own settings. Output range depends on algorithm/mode; do not assume every value is guaranteed within [−1,1]. Not an Image format or terrain mesh type.

Returns FastNoiseLite.NoiseTypeEnum

Stored NoiseType value, not an image or a new sample.

GetOffsetVector3
# GetOffset
C#
public Vector3 GetOffset();

Reads Offset without generating an Image. Input-coordinate offset before noise evaluation, not an offset of a finished Image. 2D uses X/Y; 3D uses X/Y/Z. In 1.0.0 GetNoise1D applies X again through its 2D call; use GetNoise2D(x, 0) for a predictable single-offset slice. 1D with warp also has an extra transformation stage, not separately accepted.

Returns Vector3

Stored Offset value, not an image or a new sample.

GetSeedint
# GetSeed
C#
public int GetSeed();

Reads Seed without generating an Image. Integer coordinate-noise seed, default 0. Updates both base and warp generators, not an RNG sequence state. Repeatability requires identical coordinates and ALL settings; bitwise cross-version/platform identity is not promised. Setter emits Changed even for the same value.

Returns int

Stored Seed value, not an image or a new sample.

IsDomainWarpEnabledbool
# IsDomainWarpEnabled
C#
public bool IsDomainWarpEnabled();

Reads DomainWarpEnabled without generating an Image. Enables coordinate transformation before base-noise evaluation, default false. Does not distort an already created Image and is not an extra color layer. Toggling changes the result; assigning the same bool emits no Changed.

Returns bool

Stored DomainWarpEnabled value, not an image or a new sample.

SetCellularDistanceFunctionvoid
# SetCellularDistanceFunction
C#
public void SetCellularDistanceFunction(FastNoiseLite.CellularDistanceFunctionEnum func);

Sets CellularDistanceFunction and notifies Resource. Cellular metric: Euclidean, EuclideanSquared, Manhattan or Hybrid; default Euclidean. Affects base Cellular noise, not level-geometry distances. Assignment does not change NoiseType.

Parameters
NameTypeDefault
funcFastNoiseLite.CellularDistanceFunctionEnum—
func

New CellularDistanceFunction value; see the description for meaning, valid conditions and scope.

SetCellularJittervoid
# SetCellularJitter
C#
public void SetCellularJitter(float jitter);

Sets CellularJitter and notifies Resource. Random feature-point displacement strength for Cellular, default 1. Values above 1 can produce cellular artifacts; do not raise it as a quality setting. Assignment does not enable Cellular and performs no runtime clamp.

Parameters
NameTypeDefault
jitterfloat—
jitter

New CellularJitter value; see the description for meaning, valid conditions and scope.

SetCellularReturnTypevoid
# SetCellularReturnType
C#
public void SetCellularReturnType(FastNoiseLite.CellularReturnTypeEnum ret);

Sets CellularReturnType and notifies Resource. Selects Cellular output: a cell value or an expression of distances to nearby feature points; default Distance. Some modes exceed [−1,1]. Unnormalized image conversion clips out-of-range values; handle numeric ranges explicitly.

Parameters
NameTypeDefault
retFastNoiseLite.CellularReturnTypeEnum—
ret

New CellularReturnType value; see the description for meaning, valid conditions and scope.

SetDomainWarpAmplitudevoid
# SetDomainWarpAmplitude
C#
public void SetDomainWarpAmplitude(float domainWarpAmplitude);

Sets DomainWarpAmplitude and notifies Resource. Warp coordinate-displacement amplitude, default 30. Not noise-value amplitude. At zero, tested samples match disabled warp; increasing it does not imply better visual quality.

Parameters
NameTypeDefault
domainWarpAmplitudefloat—
domainWarpAmplitude

New DomainWarpAmplitude value; see the description for meaning, valid conditions and scope.

SetDomainWarpEnabledvoid
# SetDomainWarpEnabled
C#
public void SetDomainWarpEnabled(bool domainWarpEnabled);

Sets DomainWarpEnabled and notifies Resource. Enables coordinate transformation before base-noise evaluation, default false. Does not distort an already created Image and is not an extra color layer. Toggling changes the result; assigning the same bool emits no Changed.

Parameters
NameTypeDefault
domainWarpEnabledbool—
domainWarpEnabled

New DomainWarpEnabled value; see the description for meaning, valid conditions and scope.

SetDomainWarpFractalGainvoid
# SetDomainWarpFractalGain
C#
public void SetDomainWarpFractalGain(float domainWarpGain);

Sets DomainWarpFractalGain and notifies Resource. Amplitude multiplier between warp octaves, default 0.5. Does not change base FractalGain. Supply a finite meaningful value.

Parameters
NameTypeDefault
domainWarpGainfloat—
domainWarpGain

New DomainWarpFractalGain value; see the description for meaning, valid conditions and scope.

SetDomainWarpFractalLacunarityvoid
# SetDomainWarpFractalLacunarity
C#
public void SetDomainWarpFractalLacunarity(float domainWarpLacunarity);

Sets DomainWarpFractalLacunarity and notifies Resource. Frequency multiplier between warp octaves, default 6. Changes neither base FractalLacunarity nor texture dimensions.

Parameters
NameTypeDefault
domainWarpLacunarityfloat—
domainWarpLacunarity

New DomainWarpFractalLacunarity value; see the description for meaning, valid conditions and scope.

SetDomainWarpFractalOctavesvoid
# SetDomainWarpFractalOctaves
C#
public void SetDomainWarpFractalOctaves(int domainWarpOctaveCount);

Sets DomainWarpFractalOctaves and notifies Resource. Warp octave count, default 5. Additional work when warp is enabled, not the base-noise octave count. Validate a sensible positive value before setting.

Parameters
NameTypeDefault
domainWarpOctaveCountint—
domainWarpOctaveCount

New DomainWarpFractalOctaves value; see the description for meaning, valid conditions and scope.

SetDomainWarpFractalTypevoid
# SetDomainWarpFractalType
C#
public void SetDomainWarpFractalType(FastNoiseLite.DomainWarpFractalTypeEnum domainWarpFractalType);

Sets DomainWarpFractalType and notifies Resource. Warp-octave combination: None, Progressive or Independent; default Progressive. Progressive successively warps coordinates; Independent combines independent contributions. Separate from base FractalType.

Parameters
NameTypeDefault
domainWarpFractalTypeFastNoiseLite.DomainWarpFractalTypeEnum—
domainWarpFractalType

New DomainWarpFractalType value; see the description for meaning, valid conditions and scope.

SetDomainWarpFrequencyvoid
# SetDomainWarpFrequency
C#
public void SetDomainWarpFrequency(float domainWarpFrequency);

Sets DomainWarpFrequency and notifies Resource. Warp-field frequency scale, default 0.05. Independent of base Frequency. Supply a finite value and enable DomainWarpEnabled for it to affect sampling.

Parameters
NameTypeDefault
domainWarpFrequencyfloat—
domainWarpFrequency

New DomainWarpFrequency value; see the description for meaning, valid conditions and scope.

SetDomainWarpTypevoid
# SetDomainWarpType
C#
public void SetDomainWarpType(FastNoiseLite.DomainWarpTypeEnum domainWarpType);

Sets DomainWarpType and notifies Resource. Warp algorithm: Simplex, SimplexReduced or BasicGrid; default Simplex. Effective only with DomainWarpEnabled=true; does not change base NoiseType.

Parameters
NameTypeDefault
domainWarpTypeFastNoiseLite.DomainWarpTypeEnum—
domainWarpType

New DomainWarpType value; see the description for meaning, valid conditions and scope.

SetFractalGainvoid
# SetFractalGain
C#
public void SetFractalGain(float gain);

Sets FractalGain and notifies Resource. Amplitude multiplier between base-noise octaves, default 0.5. Not an overall terrain-height multiplier. Use a finite value; unconventional values can change the expected range.

Parameters
NameTypeDefault
gainfloat—
gain

New FractalGain value; see the description for meaning, valid conditions and scope.

SetFractalLacunarityvoid
# SetFractalLacunarity
C#
public void SetFractalLacunarity(float lacunarity);

Sets FractalLacunarity and notifies Resource. Base-noise frequency multiplier between octaves, default 2. Neither world offset nor cell size. Use a finite meaningful value.

Parameters
NameTypeDefault
lacunarityfloat—
lacunarity

New FractalLacunarity value; see the description for meaning, valid conditions and scope.

SetFractalOctavesvoid
# SetFractalOctaves
C#
public void SetFractalOctaves(int octaveCount);

Sets FractalOctaves and notifies Resource. Base fractal octave count, default 5. More octaves generally require more work; added detail depends on frequency and sampling scale. Use a sensible positive count and validate it yourself. Not a terrain LOD count.

Parameters
NameTypeDefault
octaveCountint—
octaveCount

New FractalOctaves value; see the description for meaning, valid conditions and scope.

SetFractalPingPongStrengthvoid
# SetFractalPingPongStrength
C#
public void SetFractalPingPongStrength(float pingPongStrength);

Sets FractalPingPongStrength and notifies Resource. Ping-pong transform strength for FractalType=PingPong, default 2. Assignment alone does not select that FractalType. Use a finite value.

Parameters
NameTypeDefault
pingPongStrengthfloat—
pingPongStrength

New FractalPingPongStrength value; see the description for meaning, valid conditions and scope.

SetFractalTypevoid
# SetFractalType
C#
public void SetFractalType(FastNoiseLite.FractalTypeEnum type);

Sets FractalType and notifies Resource. Base-noise octave combination: None, Fbm, Ridged or PingPong; default Fbm. None disables multilayer combination. Does not select the warp fractal; use DomainWarpFractalType for that.

Parameters
NameTypeDefault
typeFastNoiseLite.FractalTypeEnum—
type

New FractalType value; see the description for meaning, valid conditions and scope.

SetFractalWeightedStrengthvoid
# SetFractalWeightedStrength
C#
public void SetFractalWeightedStrength(float weightedStrength);

Sets FractalWeightedStrength and notifies Resource. Modulates subsequent-octave contributions from earlier results, default 0. Use 0..1 for ordinary controlled behavior; the setter does not clamp it. Neither probability nor octave count.

Parameters
NameTypeDefault
weightedStrengthfloat—
weightedStrength

New FractalWeightedStrength value; see the description for meaning, valid conditions and scope.

SetFrequencyvoid
# SetFrequency
C#
public void SetFrequency(float freq);

Sets Frequency and notifies Resource. Base-noise frequency scale, default 0.01: larger positive values produce finer spatial detail. Not FPS or animation speed. Warp has separate DomainWarpFrequency. Supply finite values; an Inspector range does not imply runtime clamping.

Parameters
NameTypeDefault
freqfloat—
freq

New Frequency value; see the description for meaning, valid conditions and scope.

SetNoiseTypevoid
# SetNoiseType
C#
public void SetNoiseType(FastNoiseLite.NoiseTypeEnum type);

Sets NoiseType and notifies Resource. Base algorithm: Simplex, SimplexSmooth, Cellular, Perlin, ValueCubic or Value; default SimplexSmooth. Cellular uses its own settings. Output range depends on algorithm/mode; do not assume every value is guaranteed within [−1,1]. Not an Image format or terrain mesh type.

Parameters
NameTypeDefault
typeFastNoiseLite.NoiseTypeEnum—
type

New NoiseType value; see the description for meaning, valid conditions and scope.

SetOffsetvoid
# SetOffset
C#
public void SetOffset(Vector3 offset);

Sets Offset and notifies Resource. Input-coordinate offset before noise evaluation, not an offset of a finished Image. 2D uses X/Y; 3D uses X/Y/Z. In 1.0.0 GetNoise1D applies X again through its 2D call; use GetNoise2D(x, 0) for a predictable single-offset slice. 1D with warp also has an extra transformation stage, not separately accepted.

Parameters
NameTypeDefault
offsetVector3—
offset

New Offset value; see the description for meaning, valid conditions and scope.

SetSeedvoid
# SetSeed
C#
public void SetSeed(int seed);

Sets Seed and notifies Resource. Integer coordinate-noise seed, default 0. Updates both base and warp generators, not an RNG sequence state. Repeatability requires identical coordinates and ALL settings; bitwise cross-version/platform identity is not promised. Setter emits Changed even for the same value.

Parameters
NameTypeDefault
seedint—
seed

New Seed value; see the description for meaning, valid conditions and scope.

FastNoiseLite.CellularDistanceFunctionEnum

ValueDescription
Euclidean = 0

Euclidean distance to the nearest point.

EuclideanSquared = 1

Squared Euclidean distance to the nearest point.

Hybrid = 3

Blend of FastNoiseLite.CellularDistanceFunctionEnum.Euclidean and FastNoiseLite.CellularDistanceFunctionEnum.Manhattan to give curved cell boundaries.

Manhattan = 2

Manhattan distance (taxicab metric) to the nearest point.

FastNoiseLite.CellularReturnTypeEnum

ValueDescription
CellValue = 0

The cellular distance function will return the same value for all points within a cell.

Distance = 1

The cellular distance function will return a value determined by the distance to the nearest point.

Distance2 = 2

The cellular distance function returns the distance to the second-nearest point.

Distance2Add = 3

The distance to the nearest point is added to the distance to the second-nearest point.

Distance2Div = 6

The distance to the nearest point is divided by the distance to the second-nearest point.

Distance2Mul = 5

The distance to the nearest point is multiplied with the distance to the second-nearest point.

Distance2Sub = 4

The distance to the nearest point is subtracted from the distance to the second-nearest point.

FastNoiseLite.DomainWarpFractalTypeEnum

ValueDescription
Independent = 2

Warping the space independently for each octave, resulting in a more chaotic distortion.

None = 0

No fractal noise for warping the space.

Progressive = 1

Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.

FastNoiseLite.DomainWarpTypeEnum

ValueDescription
BasicGrid = 2

The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).

Simplex = 0

The domain is warped using the simplex noise algorithm.

SimplexReduced = 1

The domain is warped using a simplified version of the simplex noise algorithm.

FastNoiseLite.FractalTypeEnum

ValueDescription
Fbm = 1

Method using Fractional Brownian Motion to combine octaves into a fractal.

None = 0

No fractal noise.

PingPong = 3

Method of combining octaves into a fractal with a ping pong effect.

Ridged = 2

Method of combining octaves into a fractal resulting in a "ridged" look.

FastNoiseLite.NoiseTypeEnum

ValueDescription
Cellular = 2

Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.

Perlin = 3

A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.

Simplex = 0

As opposed to FastNoiseLite.NoiseTypeEnum.Perlin, gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts. Internally uses FastNoiseLite's OpenSimplex2 noise type.

SimplexSmooth = 1

Modified, higher quality version of FastNoiseLite.NoiseTypeEnum.Simplex, but slower. Internally uses FastNoiseLite's OpenSimplex2S noise type.

Value = 5

A lattice of points are assigned random values then interpolated based on neighboring values.

ValueCubic = 4

Similar to value noise (FastNoiseLite.NoiseTypeEnum.Value), but slower. Has more variance in peaks and valleys. Cubic noise can be used to avoid certain artifacts when using value noise to create a bumpmap. In general, you should always use this mode if the value noise is being used for a heightmap or bumpmap.

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