reference / random and noise
fbm
Layers of noise from 0 to 1, with finer detail added on top.
no strokefor i from 0 to 99 [ h = (fbm (i * 0.02) 0 0) * 300 rect at (i * 4) (300 - h) size 4 h fill teal]
How to write it
fbm x y z
Gives a number.
reference / random and noise
fbmLayers of noise from 0 to 1, with finer detail added on top.
no strokefor i from 0 to 99 [ h = (fbm (i * 0.02) 0 0) * 300 rect at (i * 4) (300 - h) size 4 h fill teal]
fbm x y z
Gives a number.