There are a number of overloaded
ofNoise() functions that depend on two, three, or four parameters:
ofNoise( x, y ),
ofNoise( x, y, z ), and
ofNoise( x, y, z, t ). They have behavior like
ofNoise( t ) but use several input parameters. Their coordinates may be scaled as 2D or 3D space coordinates of some point and may even include time. So such functions give a way for generating 2D, 3D, and 4D fields with coherently changing values that are static or evolving with time. For example, the
ofNoise( x, y ) function can be used for drawing a smooth random texture in the following way:
float scaleX = 0.007; //1.0 / scaleX is coherence in x float scaleY = 0.008; //1.0 / scaleY is coherence in y float posX0 = 593.2; float posY0 = 43.7; ...