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Lua_api.txt: Improve noise documentation
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doc/lua_api.txt
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doc/lua_api.txt
@ -1118,54 +1118,112 @@ A box of a regular node would look like:
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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Perlin noise
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------------
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Perlin noise creates a continuously-varying value depending on the input values.
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Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
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The result is used during map generation to create the terrain shape, vary heat
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and humidity to distribute biomes, vary the density of decorations or vary the
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structure of ores.
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### Structure of perlin noise
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An 'octave' is a simple noise generator that outputs a value between -1 and 1.
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The smooth wavy noise it generates has a single characteristic scale, almost
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like a 'wavelength', so on its own does not create fine detail.
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Due to this perlin noise combines several octaves to create variation on
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multiple scales. Each additional octave has a smaller 'wavelength' than the
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previous.
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This combination results in noise varying very roughly between -2.0 and 2.0 and
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with an average value of 0.0, so `scale` and `offset` are then used to multiply
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and offset the noise variation.
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The final perlin noise variation is created as follows:
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noise = offset + scale * (octave1 +
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octave2 * persistence +
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octave3 * persistence ^ 2 +
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octave4 * persistence ^ 3 +
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...)
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Noise Parameters
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----------------
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Noise Parameters, or commonly called "`NoiseParams`", define the properties of
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perlin noise.
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Noise Parameters are commonly called `NoiseParams`.
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### `offset`
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Offset that the noise is translated by (i.e. added) after calculation.
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After the multiplication by `scale` this is added to the result and is the final
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step in creating the noise value.
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Can be positive or negative.
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### `scale`
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Factor that the noise is scaled by (i.e. multiplied) after calculation.
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Once all octaves have been combined, the result is multiplied by this.
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Can be positive or negative.
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### `spread`
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Vector containing values by which each coordinate is divided by before
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calculation.
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Higher spread values result in larger noise features.
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For octave1, this is roughly the change of input value needed for a very large
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variation in the noise value generated by octave1. It is almost like a
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'wavelength' for the wavy noise variation.
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Each additional octave has a 'wavelength' that is smaller than the previous
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octave, to create finer detail. `spread` will therefore roughly be the typical
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size of the largest structures in the final noise variation.
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A value of `{x=250, y=250, z=250}` is common.
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`spread` is a vector with values for x, y, z to allow the noise variation to be
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stretched or compressed in the desired axes.
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Values are positive numbers.
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### `seed`
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Random seed for the noise. Add the world seed to a seed offset for world-unique
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noise. In the case of `minetest.get_perlin()`, this value has the world seed
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automatically added.
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This is a whole number that determines the entire pattern of the noise
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variation. Altering it enables different noise patterns to be created.
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With other parameters equal, different seeds produce different noise patterns
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and identical seeds produce identical noise patterns.
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For this parameter you can randomly choose any whole number. Usually it is
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preferable for this to be different from other seeds, but sometimes it is useful
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to be able to create identical noise patterns.
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When used in mapgen this is actually a 'seed offset', it is added to the
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'world seed' to create the seed used by the noise, to ensure the noise has a
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different pattern in different worlds.
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### `octaves`
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Number of times the noise gradient is accumulated into the noise.
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The number of simple noise generators that are combined.
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A whole number, 1 or more.
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Each additional octave adds finer detail to the noise but also increases the
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noise calculation load.
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3 is a typical minimum for a high quality, complex and natural-looking noise
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variation. 1 octave has a slight 'gridlike' appearence.
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Increase this number to increase the amount of detail in the resulting noise.
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A value of `6` is common.
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Choose the number of octaves according to the `spread` and `lacunarity`, and the
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size of the finest detail you require. For example:
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if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
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nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
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512, 256, 128, 64, 32, 16 nodes.
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### `persistence`
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Factor by which the effect of the noise gradient function changes with each
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successive octave.
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Each additional octave has an amplitude that is the amplitude of the previous
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octave multiplied by `persistence`, to reduce the amplitude of finer details,
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as is often helpful and natural to do so.
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Since this controls the balance of fine detail to large-scale detail
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`persistence` can be thought of as the 'roughness' of the noise.
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Values less than `1` make the details of successive octaves' noise diminish,
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while values greater than `1` make successive octaves stronger.
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A value of `0.6` is common.
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A positive or negative non-zero number, often between 0.3 and 1.0.
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A common medium value is 0.5, such that each octave has half the amplitude of
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the previous octave.
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This may need to be tuned when altering `lacunarity`; when doing so consider
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that a common medium value is 1 / lacunarity.
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### `lacunarity`
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Factor by which the noise feature sizes change with each successive octave.
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Each additional octave has a 'wavelength' that is the 'wavelength' of the
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previous octave multiplied by 1 / lacunarity, to create finer detail.
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'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
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A value of `2.0` is common.
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A positive number no smaller than 1.0.
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Values below 2.0 create higher quality noise at the expense of requiring more
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octaves to cover a paticular range of 'wavelengths'.
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### `flags`
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Leave this field unset for no special handling.
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Currently supported are `defaults`, `eased` and `absvalue`.
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Currently supported are `defaults`, `eased` and `absvalue`:
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#### `defaults`
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Specify this if you would like to keep auto-selection of eased/not-eased while
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@ -1174,14 +1232,25 @@ specifying some other flags.
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#### `eased`
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Maps noise gradient values onto a quintic S-curve before performing
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interpolation. This results in smooth, rolling noise.
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Disable this (`noeased`) for sharp-looking noise.
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Disable this (`noeased`) for sharp-looking noise with a slightly gridded
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appearence.
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If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
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not eased.
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Easing a 3D noise significantly increases the noise calculation load, so use
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with restraint.
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#### `absvalue`
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Accumulates the absolute value of each noise gradient result.
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The absolute value of each octave's noise variation is used when combining the
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octaves. The final perlin noise variation is created as follows:
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Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
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noise = offset + scale * (abs(octave1) +
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abs(octave2) * persistence +
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abs(octave3) * persistence ^ 2 +
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abs(octave4) * persistence ^ 3 +
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...)
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###Format example
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For 2D or 3D perlin noise or perlin noise maps:
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np_terrain = {
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offset = 0,
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@ -1191,11 +1260,11 @@ Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
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octaves = 5,
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persist = 0.63,
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lacunarity = 2.0,
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flags = "defaults, absvalue"
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flags = "defaults, absvalue",
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}
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^ A single noise parameter table can be used to get 2D or 3D noise,
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when getting 2D noise spread.z is ignored.
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For 2D noise the Z component of `spread` is still defined but is ignored.
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A single noise parameter table can be used for 2D or 3D noise.
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Ore types
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---------
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@ -1268,6 +1337,7 @@ The following is a decent set of parameters to work from:
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seed = 5390,
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octaves = 4,
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persist = 0.5,
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lacunarity = 2.0,
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flags = "eased",
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},
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noise_threshold = 1.6
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