Generator Device - Perlin Noise 生成器设备 - 柏林噪音』


Perlin Noise is a noise function developed by Ken Perlin.
By itself perlin noise produces output that looks something like lumps scattered about the world in random intensities. By layering multiple perlin noises at different frequencies and amplitudes, fractal noise functions that look to varying degrees like mountains can be created.
Perlin Noise serves as an extremely useful building block. It can be used as the basis for a terrain, to randomize the application of effect filters, and much more.


Feature Size Controls the density of features of the terrain.
It roughly corresponds to the distance between major peaks or valleys. Low 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.
特征尺寸 控制地形的特点的密度。
Noise Types Change the type of fractal noise that is produced.
噪声类型 更改生成的分形噪声的类型.
Standard Monofractals These are classic perlin noise variants based upon monofractals. A Monofractal has the same character at all locations in the terrain.
标准单分形 这是经典的柏林噪声基于单分形的变体。一个单分形具有相同的特征,在所有地形中的位置。
Standard: Classic Perlin Noise. The resulting terrain looks something like very rough, mountainous terrain.
标准: 经典的柏林噪声。 由此产生的地形看起来像很粗糙,是多山的地形。
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.
山脊: 凸起的柏林有一个非常不同的特点。整个地形在所有尺度明显的不连续性中间有一些少量自相矛盾的地形;看起来像是地形的脊刺。
Billowy: The opposite of Ridged Perlin, the Billowy style produces terrain that has a lumpy appearance with sharp depressed creases throughout.
波浪起伏的: 凸起柏林的反面,汹涌的风格产生了整个块状的外观与锋利的折痕地形。
Multifractals These more advanced variants have characteristics that vary throughout the terrain based upon elevation, location, or other factors. They tend to produce more sophisticated or complicated terrains.
Multifractals enable the Offset and Gain parameters that Standard monofractals don’t use.
多重分形 这些是更先进的变形特点,整个地形基于高程变化、位置或其他因素。他们往往会产生更复杂的地形。 多重分形启用偏移和增益的参数标准 单分形不能够使用
Stephen's Experimental: 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.
史蒂芬的实验1: 创建一个多重分形变形由斯蒂芬·施米特,世界的机器一书的作者。看起来像大比例的山脊,但在大部分小尺度上需要汹涌的变异性特征。
Height-based Multifractal: A variant that is smoother at low elevations, and more rugged at high elevations. The intention is to better model the different textures of rough mountains and smooth lowlands. This produces a far more natural appearance than the standard perlin noise.
多重分形基础高度: 是低海拔的一个变种,是平滑的,更坚固的是高海拔。其目的是为了更好的缩放不同质地粗糙的山和光滑的低地。这将产生一个远比这更自然的外观。
Hybrid Multifractal: Invented by Ken Musgrave. Similar to the Height-based Multifractal, it has more controllable parameters (see below) and produces arguably better results.
混合多重分形: 由肯穆斯格拉夫发明。 类似基础的高度多重分形,它有更多的可控参数(见下文)和产生更好的结果。
Ridged Multifractal: Invented by Ken Musgrave. Similar to the Ridged monofractal, ridges run through the terrain at all scales. However, at lower elevations the ridges are damped out, allowing for smooth valleys between the mountain spines. It can serve as a good basis to produce spindly mountains.
多分形山脊: 由肯穆斯格拉夫发明。 类似于脊单分形,脊贯穿所有尺度的地形。然而,低海拔阻尼了山脊,但允许平滑山谷之间有山刺。它可以作为很好的基础
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。
Offset Used by the multifractal style variants above, 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 上述多重分形样式变体使用,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。
Random Seed The value used to begin, or “seed”, the random number generator for this device. Different seed values will produce similar features but in completely different locations.
随机速度 该值用于开始或"速度",是设备的随机数发生器。不同的种子值会产生类似的功能,但在完全不同的位置。
Use Stabilized Noise Stabilized noise refers to whether or not the noise should be rescaled to fill the entire height range of the terrain quad. The default is checked; this means that the terrain is NOT rescaled, and thus will remain the same if the terrain is panned around the world; thus the term “stabilized”. There is usually little reason to uncheck this, and doing so will interfere with panning or scaling of the terrain.
使用稳定噪声 稳定噪声指的是噪声是否应调整为填满整个地形的高度范围。默认选中;这意味着地形不调整,因此如果地形都有在世界各处,将保持不变;术语"stabilized"。通常没有什么理由取消此选项,这样做会干扰平移或缩放地形。
Enable Distortion Input When checked, an optional input is revealed on the Perlin Noise device that accepts a heightfield. The distortion input allows you to shift the coordinates that are fed into the Perlin Noise device in a certain direction; this allows some very interesting effects to be created.
启用变形输入 在检查期间,一个可选的输入显示接受高度场的柏林噪声设备。变形输入允许你被输入的柏林噪声设备在某一方向改变坐标,这允许创建一些非常有趣的效果。
Phase Distortion
Strength: The amount that the noise function should be shifted in a given direction. This controls the strength of the effect; low values provide only a subtle effect, while large values can be quite dramatic and wild depending on the heightfields.
强度: 应转移到噪声函数给定的方向。这种控制作用的力量;低值仅提供一个微妙的影响,而颇具戏剧性的和野生的值取决于高度场。
Direction: The direction in which the coordinates should be shifted. Specified by an angle, where 0 is to the left, 90 is down, 180 is to the right, and so on.
方向: 方向坐标将被转移。指定一个角度,其中0是在左边,下降90,180号是在右边,等等。