Noise always returns same value in origin position

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:bust_in_silhouette: Asked By Ninfur

Why does some noise types return a fixed value in the origin position (0, 0), regardless of what seed is used? Is this a limitation of how certain noise types are calculated?

Examples using FastNoiseLight in Godot 4.0:

# Simplex, FBM
get_noise_2d(0, 0) # Always returns 0

# Simplex, Ridged
get_noise_2d(0, 0) # Always returns 1

# Simplex smooth, FBM
get_noise_2d(0, 0) # Always returns -0 or 0

# Cellular, FBM
get_noise_2d(0, 0) # Always returns -0.8~

# Perlin, FBM
get_noise_2d(0, 0) # Always returns 0

# Value cubic, FBM
get_noise_2d(0, 0) # Returns values roughly in the range -0.39 to 0.37

# Value, FBM
get_noise_2d(0, 0) # Returns values roughly in the range -0.88. to 0.85

All tests were measured a million times each with the following settings
Seed: Random
Frequency: 0.02
Offset: (0, 0, 0)
Octaves: 5
Lacunarity: 2
Gain: 0.5
Weighted strength: 0

I met this issue too and thought it was very strange.
Did you find out why or report this as a bug?

Jernharth | 2023-05-07 16:53