Returns random numbers that can be tuned to feel organic.

Values returned by random() and randomGaussian() can change by large amounts between function calls. By contrast, values returned by `noise()`

can be made "smooth". Calls to `noise()`

with similar inputs will produce similar outputs. `noise()`

is used to create textures, motion, shapes, terrains, and so on. Ken Perlin invented `noise()`

while animating the original *Tron* film in the 1980s.

`noise()`

always returns values between 0 and 1. It returns the same value for a given input while a sketch is running. `noise()`

produces different results each time a sketch runs. The noiseSeed() function can be used to generate the same sequence of Perlin noise values each time a sketch runs.

The character of the noise can be adjusted in two ways. The first way is to scale the inputs. `noise()`

interprets inputs as coordinates. The sequence of noise values will be smoother when the input coordinates are closer. The second way is to use the noiseDetail() function.

The version of `noise()`

with one parameter computes noise values in one dimension. This dimension can be thought of as space, as in `noise(x)`

, or time, as in `noise(t)`

.

The version of `noise()`

with two parameters computes noise values in two dimensions. These dimensions can be thought of as space, as in `noise(x, y)`

, or space and time, as in `noise(x, t)`

.

The version of `noise()`

with three parameters computes noise values in three dimensions. These dimensions can be thought of as space, as in `noise(x, y, z)`

, or space and time, as in `noise(x, y, t)`

.

## Examples

## Syntax

`noise(x, [y], [z])`

## Parameters

x-coordinate in noise space.

y-coordinate in noise space.

z-coordinate in noise space.