curlSpeed
How fast a swirling flow moves at each point: soft eddies and streams that morph in place.
curlSpeed(opts: {rate: number}): Field
Import noise from shaders/std and use noise.curlSpeed.
rate multiplies the layer's clock. Never negative and mostly 0 to 1, so it feeds noiseTone directly. Takes a 2D position, so frame it with seededPlane.
Parameters
| Name | Type | Notes |
|---|---|---|
opts | {rate: number} |
Example
paint: rampOver(noiseTone(seededPlane(curlSpeed({rate: 0.2}), {scale: p('scale'), seed: p('seed')}), {contrast: p('contrast'), balance: p('balance')}), stops(p('colorSpace')))
See also
evolving— Makes a 3D noise basis morph in place over time instead of sliding across the canvas.noiseTone— The standard contrast and balance controls of a noise texture, turning a 0–1 field into the ramp position.