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/*
Perlin Noise mathematically generates an infinite field of random numbers between 0 and 1
They are somewhat close to each other in value, that gives a natural cohesion to them
*/
float noiseScale = 0.02; //change scale to get different outputs
size( 500, 500);
for (int x =0; x<width; x++) {
for (int y = 0; y<height; y++) {
float n = noise(x*noiseScale, y*noiseScale);
stroke(n*255); // n is between 0 and 1
point(x, y);
}
}