Original Post
What is the range of 2D Perlin Noise? To be explicitly clear, I am asking about only one layer of 'gradient noise'. Gradient noise is an interpolation of gradients, which is what Perlin Noise actually is. I am *not* asking about 'value noise' which is an interpolation of values. More specifically, I am asking directly about Ken Perlin's actual 1985 implementation of Perlin Noise: http://mrl.nyu.edu/~perlin/doc/oscar.html#noise (Sorry for all that, but there is much confusion out there about what Perlin Noise actually is.) My (on paper) calculated range is -sqrt(0.5)..sqrt(0.5), not -1..1 as everyone assumes. sqrt(0.5) = 0.707106781... Upon testing, my implementation's range is also -sqrt(0.5)..sqrt(0.5). The actual range determined by polling the entire (0.0..256.0,0.0..256.0) x,y range at 0.01 intervals was: min..max=-0.694254..0.695643 (very close to -0.707..0.707) LilBudyWizer also came up with the same range in this thread: (If you choose to read the thread, please note that most responses in this thread completely misunderstood where LilBudyWizer was coming from and what he was asking.) http://www.gamedev.net/community/forums/topic.asp?topic_id=255173 ... If we are correct, to make Perlin Noise output a range of exactly -1..1, the result must be scaled by sqrt(2). Can you please test your own Perlin Noise implementations and see if you have the same results? Thanks. [Edited by - Doucette on November 29, 2004 2:28:09 PM]