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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