#### Name

### noiseDetail()

#### Description

Adjusts the character and level of detail produced by the Perlin noise
function. Similar to harmonics in physics, noise is computed over several
octaves. Lower octaves contribute more to the output signal and as such
define the overall intensity of the noise, whereas higher octaves create
finer-grained details in the noise sequence.

By default, noise is computed over 4 octaves with each octave contributing
exactly half than its predecessor, starting at 50% strength for the first
octave. This falloff amount can be changed by adding a function parameter.
For example, a falloff factor of 0.75 means each octave will now
have 75% impact (25% less) of the previous lower octave. While any number
between 0.0 and 1.0 is valid, note that values greater than 0.5 may result
in **noise()** returning values greater than 1.0.

By changing these parameters, the signal created by the **noise()**
function can be adapted to fit very specific needs and characteristics.

#### Examples

`float noiseVal; float noiseScale=0.02; void draw() { for (int y = 0; y < height; y++) { for (int x = 0; x < width/2; x++) { noiseDetail(3,0.5); noiseVal = noise((mouseX+x) * noiseScale, (mouseY+y) * noiseScale); stroke(noiseVal*255); point(x,y); noiseDetail(8,0.65); noiseVal = noise((mouseX + x + width/2) * noiseScale, (mouseY + y) * noiseScale); stroke(noiseVal * 255); point(x + width/2, y); } } }`

#### Syntax

`noiseDetail(lod)`

`noiseDetail(lod, falloff)`

#### Parameters

`lod`

`(int)`

number of octaves to be used by the noise`falloff`

`(float)`

falloff factor for each octave

#### Return

`void`

#### Related

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