/** Seeded 3D simplex noise field with fractal `fbm` and `ridged` sums. */ export interface Noise3D { /** Single octave, output roughly in [-1, 1]. */ sample(x: number, y: number, z: number): number; /** Fractal Brownian motion, output roughly in [-1, 1]. */ fbm(x: number, y: number, z: number, octaves?: number, lacunarity?: number, gain?: number): number; /** Ridged multifractal, output in [0, 1] — sharp crests, good for mountains. */ ridged(x: number, y: number, z: number, octaves?: number, lacunarity?: number, gain?: number): number; } /** * Seeded 3D simplex noise (classic Gustavson, seed-shuffled permutation * table): the field is fully deterministic per seed. Powers procedural-body * displacement and CPU terrain. * * @param seed - Any integer; same seed → same field. * @returns A {@link Noise3D} with `sample`, `fbm`, and `ridged`. */ export declare function createNoise3D(seed?: number): Noise3D; //# sourceMappingURL=noise.d.ts.map