Perlin noise usage
Direct use: \(z=P(x,y)\)
Material texture
- Ridge effect: \(\sum_k \alpha^k |f(\omega^k x)|\)
- Marble effect: \(\sin\left(x+\sum_k \alpha^k |f(\omega^k x)| \right)\)
Animated textures
- Translation: \(P(x,y+t)\)
- Smooth evolution: \(P(x,y,t)\)