flowNoise
Push the child around with a slowly flowing liquid motion.
flowNoise(slots: {strength: ArgSpec; detail: ArgSpec; seed: PropRef}): UvMapSource
Import warps from shaders/std and use warps.flowNoise.
strength is how far pixels move, in uv (the library uses 0–0.5). detail scales the flow pattern (higher is finer). seed is a prop that picks a different pattern, even when still. Two clocks drive it: declare animatedTime: {speed: 'speed'} for the drift and extraAnimatedTimes: {evolution: 'evolutionSpeed'} for the pattern slowly reshaping.
Parameters
| Name | Type | Notes |
|---|---|---|
slots | {strength: ArgSpec; detail: ArgSpec; seed: PropRef} |
Example
map: warps.flowNoise({strength: p('strength'), detail: p('detail'), seed: p('seed')})
Tip. Speed 0 on both clocks gives a fixed distortion you can still change with
seed.
See also
wave— Ripple the child with a travelling wave.liquidDisplace— Move the child smoothly by a displacement field your own simulation produces.