Perlin Noise (Flow Field)
Introduction
Perlin Noise scenes drive particles using a 2D noise field to create fluid-like motion, organic textures, and abstract visualizations. It is ideal for simulating wind, water, smoke, or generating generative art patterns.
Purpose of this guide: Help users understand the UI options, flow modes, and performance trade-offs for creating dynamic noise fields.
Interface Overview
Controls are organized into three main panels in the Inspector (right sidebar):
- Settings: Core simulation parameters (Particles, Noise, Flow Mode, Animation).
- Appearance: Visual style (Trails, Accumulation Buffer, Palette).
- Camera: Initial view settings (though Perlin Noise is typically 2D, it exists in 3D space).
Configuration Details
1. Settings (Simulation)
- Particles:
Particle Count: Number of particles in the system. More particles = denser field but higher CPU load.Preset: Quick configurations for common looks (e.g., "Soft Flow", "Swirl Vortex", "Crystal Grid", "Vector Drift").
- Noise & Flow:
Noise Step Size: How fast particles move each frame (spatial step).Noise Scale: Zoom level of the noise map. Smaller values = large, smooth curves. Larger values = chaotic, tight details.Flow Mode: Defines how noise controls movement:- ANGLE_FIELD: Noise value determines the angle of movement (0 to 360°). Standard Perlin noise flow.
- VECTOR_FIELD: Two noise values determine X and Y velocity independently. Allows for complex, non-uniform movement.
- SWIRL_FIELD: Adds a rotational force around the center, blending with the noise. Great for galaxy-like structures.
Angle Map: How raw noise is converted to angles:- LINEAR: Direct 1:1 mapping. Smooth and standard.
- SOFT_POWER: Curves the distribution (
pow(1.5)), biasing particles towards specific directional "channels" or "rivers". - QUANTIZED: Snaps angles to fixed steps (8 directions), creating geometric, circuit-board, or architectural patterns.
- Animation:
Flow Animation(time_scale): How fast the noise field itself morphs over time. Set to 0 for a static vector field.Respawn Rate: Probability of particles resetting to a random position. Critical for preventing particles from getting stuck in "sinks" or loops.Seed: Random seed for the noise generator. Change or randomize to get a completely different variation.
2. Appearance
- Style:
Dot Size: Thickness of the particle head.
- Trails:
Trail Lifetime: How long (in seconds) a trail segment persists. Warning: Values > 15s can consume significant memory.Show Trails: Toggle trail rendering.Fade Trails: If enabled, trails become transparent near the tail.
- Accumulation Buffer:
Use Accumulation Buffer: Alternative rendering technique. Instead of storing trail geometry, it draws particles onto a persistent texture that slowly fades.Accumulation Fade: Controls how fast the previous frames fade out (0-255). Lower values = longer trails.- Note: This disables standard "Show Trails" and "Fade Trails" controls.
- Palette:
- Defines the color gradient used by particles. Colors are assigned based on particle index.
Performance & Best Practices
| Goal | Recommended Settings |
|---|---|
| Fluid / Silk Effect | Accumulation Buffer ON, low Fade (~10-20), high Particle Count. |
| Geometric / Circuit | Angle Map = QUANTIZED, Step Size low. |
| High Resolution Video | Accumulation Buffer OFF, Trail Lifetime 2-5s. |
Troubleshooting:
- Particles Stuck in Circles: Increase
Respawn Rateor changeFlow Modeto VECTOR_FIELD. - Laggy Interface: Reduce
Particle Count(e.g., < 20,000) or reduceTrail Lifetime. - No Trails: If
Accumulation Bufferis on, trails are drawn differently (checkAccumulation Fade).
