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Burst Noise Fields – 1D, 2D & 3D

A field report on Unity Asset Store pricing, by way of Veridian Systems

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Burst Noise Fields – 1D, 2D & 3D
§ 02The data

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§ 03About this asset
Burst Noise Fields is a free CPU-based procedural-noise toolkit for Unity 6. It provides deterministic 1D signals, 2D fields, and 3D volumes for procedural geometry, masks, textures, animation signals, density fields, editor tools, and runtime generation. In this asset, “noise” means mathematical procedural fields rather than audio noise. The package is intended for developers and technical artists who want procedural values, derivatives, managed generation, and Unity Job System workflows without adopting a larger node-based framework. Main Features - White, Value, Perlin, Simplex, and Voronoi noise in 1D, 2D, and 3D - Voronoi F1, F2, F2−F1, and Cell ID modes - Standard, Billow, Ridged, and PingPong FBM - Domain warp in 1D, 2D, and 3D - Standard and directional 2D domain warp - 2D Flow FBM with per-axis control - Seamlessly repeating 2D noise and tiled FBM - Analytical derivatives where supported - Main-thread, managed-array, NativeArray, and explicit Job System APIs - ScriptableObject noise profiles - 1D Signal Viewer and 2D Surface Viewer - Color texture, mesh, material, and prefab export - Demo launcher and detailed documentation See These Methods Used in Complete Production Tools Many of the same techniques are also used in two separate Veridian tools: Rock Generator Pro applies related 3D noise methods to procedural rock forms and related 2D methods to texturing. It shows how layered noise, FBM, masks, deformation, and procedural texturing can become part of an environment-art pipeline. Noise Texture Generator applies related 2D noise, tiling, FBM, and derivative techniques to high-resolution procedural texture generation and PBR material baking. Both products are self-contained. Neither depends on Burst Procedural Noise Fields, and all three can coexist in one project. Noise Methods and Fractals The package includes: - White Noise for deterministic per-cell values - Value Noise for smoothly interpolated lattice values - Perlin Noise for smooth gradient-based fields - Simplex Noise for general-purpose variation with reduced axis alignment - Voronoi Noise for nearest-distance, second-nearest-distance, boundary, and cell-ID output FBM combines multiple octaves of a selected method. Octave count, lacunarity, persistence, seed, frequency, and output range are configurable. Standard, Billow, Ridged, and PingPong transforms provide different field shapes without requiring separate base algorithms. The same settings model is used across direct sampling, profiles, managed generation, and scheduled jobs. A setup can move from a single sample to a full field or volume without changing its basic structure. Domain Warp, Flow, and Tiling Domain warp changes the coordinates before the base field is evaluated, allowing procedural structures to bend, stretch, compress, or fold. Included paths: - 1D domain warp - Standard two-axis 2D domain warp - Directional 2D domain warp - 3D domain warp Base and warp fields have separate seeds, frequencies, noise types, and FBM settings. Analytical derivatives account for the coordinate transformation where supported. Flow FBM uses derivative information from earlier octaves to move later sample positions. It can create swept, curved, folded, or directional structures. Controls include octaves, lacunarity, persistence, flow strength, and an X/Y flow mask. The tiled API produces repeating 2D White, Value, Perlin, Simplex, Voronoi, and FBM fields over a defined procedural period. Tiled settings work with direct samples, managed arrays, textures, and NativeArray jobs. Derivatives Smooth methods expose derivatives through the direct, profile, and job APIs. - 1D: X derivative and value - 2D: X derivative, Y derivative, and value - 3D: X, Y, Z derivatives, and value Derivatives can drive surface normals, slope, directional change, flow, masks, placement rules, and field analysis. Some methods are only piecewise differentiable. White Noise and Cell ID are constant inside cells, Voron

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
Who publishes Burst Noise Fields – 1D, 2D & 3D?

Burst Noise Fields – 1D, 2D & 3D is published by Veridian Systems on the Unity Asset Store.

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