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Home/ Questions/Q 3480754
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Editorial Team
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Editorial Team
Asked: May 18, 20262026-05-18T10:22:58+00:00 2026-05-18T10:22:58+00:00

I was studying Perlin’s Noise through some examples @ http://dindinx.net/OpenGL/index.php?menu=exemples&submenu=shaders and couldn’t help to

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I was studying Perlin’s Noise through some examples @ http://dindinx.net/OpenGL/index.php?menu=exemples&submenu=shaders and couldn’t help to notice that his make3DNoiseTexture() in perlin.c uses noise3(ni) instead of PerlinNoise3D(...)

Now why is that? Isn’t Perlin’s Noise supposed to be a summation of different noise frequencies and amplitudes?

Qestion 2 is what does ni, inci, incj, inck stand for? Why use ni instead of x,y coordinates? Why is ni incremented with
ni[0]+=inci;
inci = 1.0 / (Noise3DTexSize / frequency);
I see Hugo Elias created his Perlin2D with x,y coordinates, and so does PerlinNoise3D(…).

Thanks in advance 🙂

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  1. Editorial Team
    Editorial Team
    2026-05-18T10:22:58+00:00Added an answer on May 18, 2026 at 10:22 am

    I now understand why and am going to answer my own question in hopes that it helps other people.

    Perlin’s Noise is actually a synthesis of gradient noises. In its production process, we must compute the dot product of a vector pointing from one of the corners flooring the input point to the input point itself with the random-generated gradient vector.

    Now if the input point were a whole number, such as the xyz coordinates of a texture you want to create, the dot product would always return 0, which would give you a flat noise. So instead, we use inci, incj, inck as an alternative index. Yep, just an index, nothing else.

    Now returning to question 1, there are two methods to implement Perlin’s Noise:
    1.Calculate the noise values separately and store them in the RGBA slots in the texture
    2.Synthesize the noises up before-hand and store them in one of the RGBA slots in the texture

    noise3(ni) is the actual implementation of method 1, while PerlinNoise3D(...) suggests the latter.

    In my personal opinion, method 1 is much better because you have much more flexibility over how you use each octave in your shaders.

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