Perlin Noise Interpolates between cube-corners.
As higher dimensions are used this becomes computationally expensive compared to interpolating across equilateral triangles (simplexes).
For N-dimensional noise, there will be 2N cube corners but only N+1 simplex corners.
Consequently if you're going to be making animated clouds (time being the fourth dimension), this method is the one to use.
There are four methods for generating 1D to 4D noise, called Noise1, Noise2 etc.
The analytic derivative can optionally be calculated for flow animations, curl noise and analytic antialiasing.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
(33) Last modified Thu, 03 Nov 2022 23:59:04 +0100