Perlin & Simplex Noise Generator
Create seeded numeric noise grids with configurable scale and fractal octaves.
Also known as: perlin noise · simplex noise · noise map · procedural noise
seeded
Output
About this tool, tips & examples
What it does
The Perlin & Simplex Noise Generator produces 2D gradient-noise maps — the algorithms behind most procedural terrain, clouds, and textures. Configure grid size up to 128×128, feature scale, fractal octaves, and persistence, then export the numeric grid as CSV or JSON. Seeded output regenerates the identical map every time.
Common use cases
- Terrain prototypes — treat values as elevation: threshold into water/land/mountains and you have a world map.
- Texture generation — clouds, marble, wood grain, and organic patterns all start from fractal noise.
- Simulation inputs — spatially correlated random fields for ecology, resource, and diffusion models.
- Generative art — flow fields and displacement maps driven by smooth, reproducible noise.
Settings
- Noise algorithm / Variant — Perlin (the 1985 classic) or Simplex (Perlin’s successor with fewer directional artifacts).
- Width / Height — grid dimensions up to 128×128.
- Scale — feature size: small values give broad continents, large values give fine detail.
- Octaves — 1 to 8 layers of noise at increasing frequency; more octaves add fractal detail.
- Persistence — 0 to 1, how much each successive octave contributes; low = smooth, high = rough.
- Seed — the same seed and settings regenerate the identical map.
Privacy note
Noise is computed locally in your browser and never uploaded. The output is a deterministic procedural field — not secure randomness, and not data about anything real.
FAQ
Perlin or Simplex — which should I use? Simplex for most new work: it’s smoother, faster at higher dimensions, and has fewer grid-aligned artifacts. Perlin when you want the classic look or need to match an existing implementation.
How do octaves and persistence interact? Octaves add layers of finer detail; persistence sets how loud each layer is. Terrain typically uses 4–6 octaves with persistence ~0.5.
How do I turn the grid into terrain? Map value ranges to tiles (e.g. below 0.3 water, below 0.6 plains, else mountains). Because it’s seeded, your world regenerates identically from one number — the classic procedural-game trick.