Generator Device - Advanced Perlin Noise 『生成器设备 - 高级"珀林噪音"』

『 所有版本可用 』

Advanced Perlin Noise is a second generation, highly customizable fractal terrain generator based upon the basic fractal noise techniques pioneered by Ken Perlin.
Perlin Noise works by layering the output of several sets of noise together. These layers are called octaves. The multiple octaves are combined together in a variety of ways to create the final result. Advanced Perlin Noise gives you total control over the types of noise used in each layer, as well as how they are combined. This allows you to create some very unique terrain shapes.

『高级“珀林噪音“这是第二代系统了, 基于基础的分形珀林噪音方法,更高级的分形地形生成器具有可定制化性.由"Ken Perlin"首创.
基础柏林噪声的工作原理是将几套分层噪声一起输出. 这些分层被称为"八度音阶".多音阶相结合,以各种方式来创建最终的结果.
而高级的柏林噪声使你可以完全控制每个层中使用噪声的类型,以及如何组合它们.这样可以使你创建十分独特的地形地貌.』

Device Parameters『 设备参数 』
Feature Size Controls the density of features of the terrain.
Feature Size roughly corresponds to the distance between major peaks or valleys. Small values produce quickly changing terrain, suitable for hills or lumps, while middle values are ideal for mountains. Large values allow continents and other shapes that are created on a massive scale.
『特貌尺寸』 控制地形的地貌的密度.
特貌尺寸大致相当于主要峰或谷之间的距离. 小的值会产生迅速变化的地形, 适合用于丘陵或小山包, 当是中等值的时候就是完美的山脉了. 大的值就是洲或大陆了. 并且还有其它大量规模的地形可以被创建.
Style Change the type of fractal noise that is produced.
『样式』 更改生成的分形噪声的类型.
Basic: Classic Perlin Noise. The resulting terrain looks something like very rough, jagged mountain terrain.
『基础:』 经典的"珀林噪音".产生的地形看起来很粗糙,参差不齐的地形.
Ridged: Ridged Perlin has a very different character. Sharp discontinuities are laced throughout the terrain at all scales; these can look like ridges and spines in the terrain.
『脊状:』 Ridged Perlin 有一个与众不同的特征,锋利不连续的地形将自始至终贯穿所有的地形规模中;在地形中它们看起来像"脊"和"刺"
Billowy: The inverse of Ridged Perlin, the Billowy style produces terrain that has a lumpy appearance with sharp depressed creases throughout.
『如波浪起伏:』 Ridged Perlin 的反转, 这个如波浪般起伏的类型产生的地形有一个凹凸不平的地貌.锋利的被消弱,像折痕一样贯穿整个地形.
Smooth Ridged: Smooth Ridged style is similar to the Ridged style but has a smooth top to the ridges instead of sharp ridges.
『平滑-脊状:』 平滑的脊状样式与脊状样式类似,但是有一个平滑的顶部替代了锋利的脊状
Smooth Billowy: Smooth Billowy has lumpy shapes that have smooth creases throughout.
『平滑-如波浪起伏:』 平滑如波浪起伏的块形状有明显的光滑折痕.
Sharp Ridged: Sharp Ridged is like the Ridged style but has even steeper walls than the regular Ridged style.
『锋锐-山脉:』 锋利的山脉就像样式一样,但比常规的山脉更陡峭。
Flat Middle: As the name implies, this style uses a shape that has a flattened middle area, providing a broad band of smooth terrain shapes with steep peaks and valleys.
『中度平坦:』 顾名思义,使用这种风格具有扁平的中部地区,提供一条宽带的地势平坦的形状与陡峭的山峰和山谷的形状。
Terraced: The terraced style has a sharp drop in the middle altitude region. When layered together, it etches these drops all across the terrain.
『梯田状:』 梯田的风格在中等海拔地区已急剧下降。当分层在一起时它蚀刻所有的这些地形。
Stephen's Choice 1: A multifractal variant created by Stephen Schmitt, author of World Machine. It has large-scale ridges much like the ridged variant, but at smaller scales it takes on much of the character of the billowy variant.
史蒂芬的选择1: 由斯蒂芬‘施密特 世界机的作者创建的多重分形变量。它也有大型脊很像脊变形,但在较小尺度需要对很多汹涌的地形变形的特征。
Octaves Controls the number of layers of noise that are used to create the fractal. The default setting, (automatic), determines the precise number of octaves necessary at the current detail level automatically. Low octave values can produce a very smooth and/or simple terrain, as well as being faster to compute.
倍频程 控制噪声用于创建分形的层数。默认设置(自动),必要在目前自动细节级别上确定精确的倍频程数量。低倍频可产生非常光滑 和/或简单的地形,以及作为更快来计算。
Persistence Controls the degree to which the strength of each layer of noise is reduced as they are layered together. Low persistence values produce very smooth terrains, whereas increasing the persistence produces more detail (and spikiness). Unlike a low octaves value, all layers of noise are still calculated when using a low persistence, so that terrain features are smoothly introduced as the value is increased.
持续性 控制每一层的噪声强度降低的程度,它们被分层放置在一起。持续性很低值将产生非常光滑的地形,而增加持续性会产生更多的细节 (和 spikiness)。与低倍频程不同,所有图层的噪声在计算时仍然使用低的持续性,因此地形特征随着值的增加是光滑的呈现。
Elevation Center Adjust the typical middle height of the terrain. Changing this value will produce terrain that is predominantly at lower or higher elevations
中心海拔 调整地形的典型中间高度。更改此值将主要产生较低的地形或更高的海拔
Steepness Adjust the steepness of the grades in the terrain. Low values produce a flatter terrain; High values a steeper one.
陡峭度 调整地形陡峭度的等级。低的值将产生一个平坦的地形;高的值是一个陡峭的地形。
Random Seed Changing the random seed will create new terrain that looks similar to the current one.
随机速度 更改的随机种子将在之前的基础上创建新的地形。
Guide Levels and Input The guide inputs allow you to guide the fractal combination process differently at different points in the terrain. To activate a guide, you must connect a device to the appropriate input.
指南级别和输入 指导输入允许你指导以不同的方式在地形的不同点,若要激活指南,必须将设备连接至适当的输入。
Shapeguide lead-in level Allows you to set how many octaves of noise the shapeguide takes over. Higher values allow only smaller fractal variations through.
形状指导层级 允许你设置多少个倍频程去接管形状层级。较高的值只允许更小的分形变化通过。
Distortion guide level Distortion can create some wild terrain effects, as the features are pulled and twisted like taffy. Higher values will produce more distortion.
变形指导级别 变形可以创建一些野生的地形效果,这个特点是被拉扯和扭曲像稀糖一样。较高的值会产生更大的变形。
Persistence guide level Allow the persistence to vary across the terrain. Higher values of the guide level will make the input values cause greater differences in the persistence.
持续性指导级别 允许持续存在不一样的地形。指导级别越高的值会导致输入的值产生更大的持续性差异。
Multiscale Fractal Parameters Multiscale Fractals are fractals that exhibit a different character at different scales. Often, this is based upon height, location, or other factors. These tend to produce more sophisticated or complicated terrains.
多尺度分形参数 多尺度分形表现出不同的特征在不同尺度的分形下。通常情况下,这基于对高度、 位置或其他因素。这些倾向于产生更复杂的地形。
活力率 活动率允许你怎样更改强度并应用多尺度的效果。
Offset Offset determines at what elevation the fractal behavior begins to change its character. Since each variant uses the value here in a slightly different manner, the best guide to its use is experimentation.
偏移量 偏移量确定海拔的分形行为去改变其性质。因为每个变量的值使用这里的方式略有不同,其使用的最佳指南是实验。
Gain Another multifractal parameter, Gain typically controls the relative strength of the detailed versus smooth regions of the fractal. Low values are very smooth, while high values bring on the detailed nature more quickly.
增益 另一个多重分形参数,增益通常为控制相对强度与光滑的区域的分形的细节。低值都非常流畅,虽然高值带来的细节更快。
Lead-in level The Lead-in level allows you to ensure that the first several octaves of noise are unaffected by the Multiscale behavior. This lets you ensure that the overall character of the land is not incredibly altered by the multiscale behavior.
起始级别 起始级别使你能够确保噪声的第几个倍频程不受多分形的行为。这允许你确保地形的总体特征不发生多尺度而改变的行为。
Type There are several different multiscale combination methods; The best guide to them is experimentation, as often you will achieve unexpected results by changing them.
类型 有几种不同的多尺度组合方法;最好的指南是实验,因为通常你会发现通过实验改变他们而产生的意外结果。
Signal Level: The multiscale character depends on the strength of the current octave of noise
信号级别: 多尺度特性取决于噪声的当前倍频程
Elevation: The multiscale character varies depending on the elevation of the current point
海拔: 多尺度特性取决于当前点的海拔
Bi-Signal Level: Multiscale activity kicks in at both extremes of the current octave of noise
双信号级别: 多尺度活动踢噪声的当前倍频程的两端
Bi-Elevation: Multiscale activity kicks in at both extremes of elevation
双海拔: 多尺度活动启动海拔两端
Classical: A multiscale method similar to Signal Level, used in the previous version of World Machine
典型: 类似于信号级别,在世界机的以前版本中使用的多尺度方法
Customize Fractal Profile In a normal fractal noise type, each octave of noise uses the same basis function to define it. The Customize Fractal Profile option allows you to assign a custom type to each octave; this can allow you to produce some very unique terrain characteristics. Custom octaves are created from the lowest level (largest feature size) to highest (smallest).
自定义分形配置文件 在正常分形噪声类型中,每个倍频程的噪声使用相同的基础功能来定义它。自定义分形配置文件选项允许你将自定义的类型分配给每个倍频程;这可以让你产生一些非常独特的地形特征。自定义的倍频程被创建从最低水平 (最大特征尺寸) 到最高 (最小)。
+Octave Add a new custom octave of noise atop any existing ones.
+倍频程 添加新的自定义倍频之上的任何现有噪声。
-Octave Remove the topmost octave from the stack.
-倍频程 从栈中删除的最顶层的倍频程.
Clear all Remove all custom noise octaves
清除所有 移除所有自定义噪声倍频程
Edit Style Change the noise style for the selected octave
编辑样式 更改所选频程的噪声样式
Edit Strength Change the strength of the selected octave level, from 0 to 200% of normal.
编辑强度 更改强度选定的倍频级别,从 0 到 200%。