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How the parameters shape the image

The control reference lists every range; this page is about what the controls do to the picture and why. Each pair below changes one variable and keeps the rest.

Fractal noise in one paragraph

These are the core fractal-Brownian-motion (fBm) controls. fBm builds the image by stacking several layers ("octaves") of the same Perlin noise: each octave is finer (higher frequency) and quieter (lower amplitude) than the one before, and they're summed. So octaves = how many layers stack (more → finer detail); persistence = how loud the finer layers are (high → the fine layers dominate, rough; low → faint, smooth); lacunarity = how much finer each layer is than the last. The pairs below isolate one variable at a time.

Pixels, not units: the low-resolution look

The canvas fills its frame and upscales with nearest-neighbour, so a small Width/Height renders as crisp pixel blocks — a deliberate retro / "Minecraft" look. The render is exactly Width × Height pixels; the display just scales those up. A PNG export always has the native Width × Height.

A 40×27 render upscaled with nearest-neighbour into chunky pixel blocks The same coarse noise rendered at full resolution, smooth
40×27 → crisp pixel blocks The same field at full resolution

Scale: the zoom

scale x and scale y convert pixels into noise space, so they are the zoom. Different values for x and y stretch the structures (aurora bands, horizontal waves). With Tile X / Y on, the scales also set the tile size in pixels (Tile / scale).

Coarse scale: large zoomed-in blobs Fine scale: small dense features
scale 0.008 · coarse, few large features scale 0.045 · fine, dense detail

Octaves: how much fine detail

Each octave is one more evaluation of the noise per pixel, at twice the frequency and half the loudness. Cost grows roughly linearly with the count.

2 octaves: smooth large blobs 8 octaves: fine grainy detail
2 octaves · smooth 8 octaves · fine detail

Persistence: smooth or rough

Persistence is the loudness ratio between neighbouring octaves. Low values let the fine layers fade (clouds), high values keep them (terrain, grain).

Low persistence: smooth, the fine octaves barely register High persistence: rough, the fine octaves dominate
0.32 · smooth, cloud-like 0.75 · rough, terrain-like

The same noise in six colour modes

The colour mode only changes how the noise value becomes a colour; the field underneath is identical.

RGB per-channel mode Gradient mode (magma) HSV mode Posterize mode (ocean) Cosine mode (neon palette) Flow vector-field mode
RGB Gradient HSV Posterize Cosine Flow

Warp: from noise to marble

Domain warping pushes each sample point by a second, smoother field before the main noise is read. A small strength gives veins, a large one swirls.

Warp off: ordinary Perlin clouds Warp on: the field pulled into swirling marble veins
strength 0 · raw noise strength 1.8 · marble swirls

Noise types: smooth noise or cells

Perlin noise is smooth; the cellular types are built from a jittered grid of points and the distance to them. The three pictures on the right share one colour mode and one seed with the Perlin picture on the left; the cellular ones use a single octave, which is what keeps the cells clean.

Perlin noise in the neon cosine palette Cells: distance to the nearest point Borders: the cell edges Smooth cells: a smooth minimum, soft blobs
Perlin · 5 octaves Cells · 1 octave Borders · 1 octave Smooth cells · 1 octave

With more octaves the fine layers turn cells into grain, so the control hint says 1–2. Every other control (scale, seed, warp, tiling, layer 2, the loop) works the same as for Perlin.

Relief lighting: a flat colour becomes a surface

Relief lighting reads the noise as a height field and lights it from a direction. Flat areas keep their colour; slopes facing the light brighten and slopes facing away darken. Left: the warped field as a flat colour; right: the same field with relief lighting on.

A warped noise field in the sunset gradient, flat colour The same field with relief lighting: folds with highlights and shadows
relief off relief 4 · light from the top-left, 45°

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