Haxelib review: libnoise

Libnoise

This is a haxe port of libnoise, the coherent noise library. The port is almost complete, only the gradient and noise2D utilities are missing.

Every now and then, I try out a new library and find something cool. libnoise is one such library, so it’s time for a Haxelib review!

In this post, I’ll explain what libnoise offers, how good it is at its job, and where it has room for improvement. Plus whatever else I think of along the way.

As its description states, libnoise is a tool for generating coherent noise. To keep things simple, I’m going to pretend “coherent noise” means “grayscale images.” But if you want to dig deeper, Rick Sidwell has an excellent rundown.

Let’s begin with some coherent noise.

This cloud-like image is what’s called Perlin noise, and it’s just one of many patterns libnoise can make.

Generators

Each of libnoise’s generators creates a distinct pattern. Four of these generators are dead simple.

  • Const a solid color. It can be any shade, though this demo keeps it simple.
  • Cylinder and Sphere create repeating gradients centered on the top-left corner. Because the demo is 2D, they barely resemble their namesakes, so you just have to imagine a bunch of 3D spheres nested inside one another, or a bunch of nested cylinders centered on the left edge.
  • Checker creates a checkerboard pattern on the pixel level. One pixel is white, the next is black, the next is white, and so on.

The other four involve randomness.

  • Perlin generates (what else?) Perlin noise. Not going to go into depth on how it works; see Rick Sidwell’s post for that. This example uses 8 octaves (fractal layers), meaning there’s extra detail but it takes longer to draw.
  • Billow creates what I’d describe as wandering lines, but under the hood it’s very similar to Perlin. If you compare the source code side-by-side, you’ll notice the algorithm is identical except for a single Math.abs() call on line 35.
  • RidgedMultifractal also creates wandering lines. I guess you could also call them “ridges”? That’s probably how it got that name. If you look at the source code, you’ll see that it’s also pretty similar to Perlin, though with a few more differences. In the end, it comes out looking like the inverse of Billow.
  • Voronoi creates a Voronoi diagram. This is a way of partitioning space based on a set of “seed” points, where every pixel is assigned to the closest seed… You know what? I can’t fit a full explanation here, so go read the article for the details.

3D patterns

I hinted at this already, but libnoise is built to generate 3D patterns. You can set the Z coordinate to 0 – as I did – and just make 2D images, but each of these 2D images is a cross-section of the full pattern. That’s why libnoise calls the classes Cylinder and Sphere rather than Line and Circle: the full 3D pattern really is cylindrical/spherical.

Voronoi, Perlin, Billow, and RidgedMultifractal all subtly change because of this. Each pixel in these patterns is influenced by points outside the 2D plane, meaning they appear different than if we were using a 2D algorithm to generate them. (Because the 2D algorithm would only calculate points in the 2D plane.) But it’s very hard to tell just by looking at a single image of them.

Here’s a way to see the difference. If we took different cross-sections of a cylinder, we could see its lines start to curve.

If we kept going until 90°, it would look fully circular, just like Sphere.

Operators

libnoise’s generators make the basic images, but its operators are where things get interesting. They modify those base images in all kinds of ways. Inverting, combining, you name it.

To get a good sense of how an operator works, it helps to see the input and output side-by-side. The downside is, it requires splitting up the canvas and cropping each input and output. To view more of a pattern, hover over it and click the “expand” button in the bottom corner.

Unary operators

The simplest operators are those that only take a single image as input, like the Rotate operator shown above. Most unary operators either perform simple arithmetic or move the pattern somehow.

The above three perform arithmetic on the brightness of each pixel. libnoise represents brightness using a value between -1 (black) and 1 (white).

  • Abs takes the absolute value of the brightness, so anything below 0 (gray) becomes positive. After this, no part of the pattern will be darker than gray.
  • Clamp sets a minimum and maximum value. This demo uses -0.5 (dark gray) as the minimum and 0.5 (light gray) as the maximum, but other programs could adjust further. This cuts out the shadows and highlights but leaves the midtones untouched.
  • Invert does exactly what it says on the tin.


Rotate, Scale, and Translate do exactly what their names imply. Though they can rotate, scale, and translate in any direction, this demo only includes two options each.

Turbulence moves pixels in random directions. “Low” and “high” refer to the maximum distance pixels are allowed to move. However, there’s a bit more to it than that, if we look closely. Fortunately, libnoise allows applying an operator to an operator, so we can Scale the Turbulence.

While it normally looks grainy, if we zoom in enough times, the turbulence starts to look surprisingly smooth. It turns out that it doesn’t move pixels completely at random. There’s an underlying pattern, and that pattern is called… Perlin noise.

Yes indeed, the Turbulence class generates Perlin noise to figure out where it should move each pixel. Perlin noise is a type of gradient noise, and gradient noise always looks smooth when you zoom in. The trick is that the Turbulence class does not zoom in by default, creating the illusion that it isn’t smooth.

Binary operators

libnoise’s two-input operators all perform arithmetic. As a reminder, libnoise represents brightness using a value between -1 (black) and 1 (white).

  • Add takes the sum of two patterns. If both inputs are bright, the output will be even brighter. If both are dark, the output will be even darker.
  • Subtract takes the difference. It’s the same as if you inverted the second pattern before adding.
  • Multiply takes the product of the numbers. Since we’re multiplying numbers less than 1, they always tend towards 0, and we end up with a lot of gray.
  • Average looks like Add but grayer, because that’s exactly what it is: (a + b) / 2. Strangely libnoise doesn’t include this operator, so I implemented it myself for demo purposes.
  • Min takes the darker value at each point.
  • Max takes the lighter value at each point.

Ternary operators

Finally, libnoise has two three-input operators, and they’re both very similar. Their output is always a combination of pattern 1 and pattern 2, and they use pattern 3 to decide what combination.

  • Select is all-or-nothing. If pattern 3 is darker than a certain value, it selects pattern 1 and shows that. If pattern 3 is above that threshold, it selects pattern 2.
  • Blend interpolates between the first two patterns, using pattern 3 to decide how much of each to blend. If pattern 3 is dark, it’ll use more of pattern 1. If pattern 3 is light, it’ll use more of pattern 2.
  • Select also has a fallOff value that makes it do a little of both. If a number is close to the threshold value, it blends just like Blend. If the number is farther away, it selects like normal.

Hopefully now you have a good idea of what each generator and operator does, so it’s time for some more interesting combinations. But first, it’s time to take the training wheels off:

The UI is simple to explain, if unwieldy. Hover over a section of canvas to see a dropdown. Pick an option from the dropdown to fill that part of the canvas. Scroll all the way to the bottom of the dropdown if you want to split the canvas up (or put it back together).

With that out of the way, here are some interesting patterns I’ve come across. Try them out, and be sure to try switching up the generators. You can always revert your changes by clicking the button again.

What patterns can you come up with? If you make something you want to share, you can copy it with ctrl+C, and others can paste it in with ctrl+V. Feel free to post it in the comments, but make sure to insert four spaces in front of your code. If you don’t, WordPress could mess up your formatting.

For those who want to dig even deeper, check out the demo’s source code or libnoise’s source code.

Oh right, the review

I was supposed to be reviewing this library, not just showing off a bunch of cool patterns. …Though on the other hand, showing the cool patterns gives you an idea of what the library is good at. Isn’t that half the point of a review?

Well, perhaps I should do a traditional review too. I’d describe libnoise as functional and well-designed, but lacking in documentation and not very beginner-friendly.

Let’s look at some code. Here’s just about the simplest way you could implement the “minimum of two gradients” sample. (As a reminder, that’s Min, Billow, and Cylinder.)

//Step 1: define the pattern.
var billow:Billow = new Billow(0.01, 2, 0.5, seed, HIGH);
var cylinder:Cylinder = new Cylinder(0.01);
var min:Min = new Min(billow, cylinder);

//Step 2: create something to draw onto.
var bitmapData:BitmapData = new BitmapData(512, 512, false);

//Step 3: iterate through every pixel.
for(x in 0...bitmapData.width) {
    for(y in 0...bitmapData.height) {
        //Step 3a: Get the pixel value, a number between -1 and 1. Use a z coordinate of 0.
        var value:Float = min.getValue(x, y, 0);
        
        //Step 3b: Convert to the range [0, 255].
        var brightness:Int = Std.int(128 + value * 128);
        if(brightness < 0) {
            brightness = 0;
        } else if(brightness >= 256) {
            brightness = 255;
        }
        
        // Step 3c: Convert to a color.
        var color:Int = brightness << 16 | brightness << 8 | brightness;
        
        //Step 3d: Save the pixel color.
        bitmapData.setPixel32(x, y, color);
    }
}

//Step 4: display and/or save the bitmap.
addChild(new Bitmap(bitmapData));

libnoise makes steps 1 and 3a easy enough, but you have to fill in all the other steps yourself. That’s fine – maybe even desirable – for advanced users. However, a new user who just wants to try it out isn’t going to appreciate the extra work. The new user would like to be able to do something like this:

//Step 1: define the pattern.
var billow:Billow = new Billow(0.01, 2, 0.5, seed, HIGH);
var cylinder:Cylinder = new Cylinder(0.01);
var min:Min = new Min(billow, cylinder);

//Step 2: make the drawing.
var noise2D:Noise2D = new Noise2D(512, 512, min);
var bitmapData:BitmapData = noise2D.getBitmapData(GradientPresets.grayscale);

//Step 3: display and/or save the bitmap.
addChild(new Bitmap(bitmapData));

Room for improvement

Here’s what I’d work on if I ever began using libnoise seriously.

  • Finish the port. The GradientPresets and Noise2D classes I mentioned would make it much easier to add color and export images. They existed in the original version(s) of libnoise, but didn’t survive the port.
    • The author explained that they didn’t want to tie libnoise to outside libraries (like OpenFL), but I’d say it’s more than worth it. Besides, conditional compilation makes it easy to support OpenFL without depending on it.
  • More generators. If you ignore the fluff, libnoise only implements two noise algorithms: Perlin and Voronoi. There are plenty more algorithms out there, including Simplex, an improvement on Perlin noise whose patent recently expired, and Worley noise, resembling a textured Voronoi diagram.
    • libnoise already implements value noise under the hood, but doesn’t make it available to the user. It’d be very easy to add.
    • And there’s no need to limit the library to coherent noise. Why not pure static?
  • More options for existing operators. Turbulence, for instance, can’t be scaled without applying an Scale operator to the whole image. But what if you want the zoomed-in turbulence effect without zooming in on the underlying pattern?
  • More operators. I made a custom Average operator for the demo, but that should be in the base library. Besides that, I’d like to see operators to blur, lighten, or darken the image.
  • Better performance, if possible.
  • Better documentation and code style. libnoise is a port of a port, and each time it was ported, most of the comments were lost or replaced. (Nor were all of the surviving comments accurate, due to overzealous copy-pasting.)

That’s all that comes to mind, which is probably a good sign. libnoise is entirely usable as-is, even if there’s work left to do.

Comparing libnoise to other libraries

I’m aware of four different noise libraries in Haxe. libnoise, MAN-Haxe, noisehx, and hxNoise. (Interesting coincidence: all four are from 2014-2016 and haven’t been updated since.)

Let’s look at what each library brings to the table.

  • noisehx offers Perlin noise, and that’s it. It’s also the only library to offer both 2D and 3D Perlin noise, meaning you can save processing time if you only need a 2D image.
  • hxNoise offers diamond-square noise as well, which basically functions as a faster but lower-quality version of Perlin noise. Its Perlin noise is 3D but its diamond-square noise is 2D.
  • MAN-Haxe doesn’t offer Perlin noise at all, though it offers two other types of noise that resemble it. It also offers Worley noise and a couple maze-generation algorithms. That last one is why it’s called “Mazes And Noises.” Oh, and all of this is 2D.

I’d call MAN-Haxe the most grounded of the libraries. It’s built for one specific purpose: to generate maps for HaxeFlixel games. It just incidentally happens to do images too. If your goal is to generate 2D rectangular maps for a 2D game and you happen to be using HaxeFlixel, then MAN-Haxe is right for you.

None of these alternative libraries offer operators, which means libnoise can generate a greater variety of images. That said, it isn’t like libnoise’s operators are particularly complicated. If you wanted to invert hxNoise’s diamond-square noise, you could do that yourself.

…I do believe that wraps it up. For convenience, here’s a shortcut back up to the demo. Now go forth and make some noise!

5 thoughts on “Haxelib review: libnoise”

  1. Ooh that looks interesting! I made a “shade-r” xP. The single color is the actual shade, the second is the thing to shade (I chose some inverted absolute-valued level 8 billow), and the third is some low-turbulence Perlin-noise to apply the shading sort of randomly, but also slightly evenly.

    {"pattern":"Blend","inputs":[{"pattern":"Const (gray)"},{"pattern":"Invert","inputs":[{"pattern":"Abs","inputs":[{"pattern":"Billow (8)"}]}]},{"pattern":"Turbulence (low)","inputs":[{"pattern":"Perlin (8)"}]}]}

    1. Yeah, that ends up looking pretty good!

      If you use white instead of gray, it starts to remind me of snow. Well, except for the dark parts. So I tried clamping it to make it less dark:

      {"pattern":"Blend","inputs":[{"pattern":"Const (white)"},{"pattern":"Clamp","inputs":[{"pattern":"Invert","inputs":[{"pattern":"Abs","inputs":[{"pattern":"Billow (8)"}]}]}]},{"pattern":"Turbulence (low)","inputs":[{"pattern":"Perlin (8)"}]}]}
      

      I also tried a simpler version, but some detail was definitely lost:

      {"pattern":"Turbulence (low)","inputs":[{"pattern":"Average","inputs":[{"pattern":"Abs","inputs":[{"pattern":"Billow (8)"}]},{"pattern":"Const (white)"}]}]}
      

      But I think the real problem is that the Perlin noise lines up too well with the Billow noise.

      {"pattern":"Blend","inputs":[{"pattern":"Const (white)"},{"pattern":"Clamp","inputs":[{"pattern":"Invert","inputs":[{"pattern":"Abs","inputs":[{"pattern":"Billow (8)"}]}]}]},{"pattern":"Turbulence (low)","inputs":[{"pattern":"Rotate","inputs":[{"pattern":"Rotate","inputs":[{"pattern":"Perlin (8)"}]}]}]}]}
      
      1. Hmm, that is a problem… I messed around a bit and I got something that resembles snow. It uses voronoi (seeds shown for a bit of shading) & a ridged multifractal, then scaled down twice, then finally run through turbulence to provide, in my opinion a better billow. I ran it through turbulence and into the blend function and here’s the result:
        {“pattern”:”Blend”,”inputs”:[{“pattern”:”Const (white)”},{“pattern”:”Clamp”,”inputs”:[{“pattern”:”Invert”,”inputs”:[{“pattern”:”Abs”,”inputs”:[{“pattern”:”Billow (8)”}]}]}]},{“pattern”:”Average”,”inputs”:[{“pattern”:”Turbulence (low)”,”inputs”:[{“pattern”:”Scale down”,”inputs”:[{“pattern”:”Scale down”,”inputs”:[{“pattern”:”Average”,”inputs”:[{“pattern”:”Voronoi (show seeds)”},{“pattern”:”RidgedMultifractal (8)”}]}]}]}]},{“pattern”:”Const (black)”}]}]}

        P.S. Sorry it took so long to respond, wordpress notifications were being weird xD

        1. EDIT: Ok, if you skip inverting and clamping the billow noise, it results in a much “softer” pattern
          {“pattern”:”Blend”,”inputs”:[{“pattern”:”Const (white)”},{“pattern”:”Clamp”,”inputs”:[{“pattern”:”Invert”,”inputs”:[{“pattern”:”Abs”,”inputs”:[{“pattern”:”Billow (8)”}]}]}]},{“pattern”:”Average”,”inputs”:[{“pattern”:”Turbulence (low)”,”inputs”:[{“pattern”:”Scale down”,”inputs”:[{“pattern”:”Scale down”,”inputs”:[{“pattern”:”Average”,”inputs”:[{“pattern”:”Voronoi (show seeds)”},{“pattern”:”RidgedMultifractal (8)”}]}]}]}]},{“pattern”:”Const (black)”}]}]}

          1. Nice use of what’s available. Makes me want to add more generators to libnoise, but for now I’ll just add them to the “room for improvement” list.

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