<sk-noise-spatial-field>

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Coherent (Simplex) noise over space — smooth, organic, cloud-like variation, the field for natural randomness that neighbouring points still agree on.

Remarks

This is the noise member of the SpatialField family: like every field it turns where into how much — a scalar weight over space that consumers read by #id (field="#id") to vary an effect from place to place. Here the weight is 3D Simplex noise mapped to [0, 1], so it varies smoothly and organically rather than by a geometric shape.

Key attributes. frequency sets the base scale — higher packs more, smaller features into the same space. octaves layers several frequencies (fractional Brownian motion) for fine detail; lacunarity is the frequency step between octaves and persistence how quickly their amplitude falls off, together tuning how rough versus smooth the result looks. seed picks a specific noise pattern deterministically — change it for a different-but-similar field. The noise rides the field's own frame, so because the field is a scene-graph node, animating its x/y/z scrolls the pattern for flowing noise. The pattern fills all of space (there is no boundary), so visualize marks the field's origin rather than an extent.

Related. It shares the field="#id" model with every field. Its uncorrelated counterpart is sk-random-spatial-field (independent values per cell, no smoothness); geometric alternatives include sk-spherical-gradient-field. Typical consumers are a sk-tonemap (mask the shading), a sk-simple-point-constraint (per-clone strength), and sk-field-constraint (drive one property).

Serve these docs to run the live example. WebGPU needs a secure context — open this page via grunt serve rather than double-clicking the file. The Markup tab works from disk.

Attributes

AttributeTypeDefaultDescription
id <id> The element's unique identifier — the standard HTML global id attribute.
remap-curveanimatable <remap-curve> Optional remapping curve to reshape the field's [0, 1] output.
remap-phaseanimatable <number> 0 Horizontal remap phase — an animatable scalar that translates a present
octaves <number> 4 Number of noise layers, 1-8. Changing octaves at runtime triggers shader recompilation.
lacunarity <number> 2.0 Frequency multiplier per octave.
seed <number> 0 Deterministic seed.
frequencyanimatable <number> 1.0 Spatial frequency — higher values produce more detail.
persistenceanimatable <number> 0.5 Amplitude multiplier per octave.