<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Fbm on Feynman 的博客</title><link>/tags/fbm/</link><description>Recent content in Fbm on Feynman 的博客</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Mon, 31 Aug 2026 12:00:00 +0800</lastBuildDate><atom:link href="/tags/fbm/index.xml" rel="self" type="application/rss+xml"/><item><title>12｜噪声函数</title><link>/posts/threejs-noise/</link><pubDate>Mon, 31 Aug 2026 12:00:00 +0800</pubDate><guid>/posts/threejs-noise/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;上节课用 GLSL 数学函数画出了形状和渐变。本节课进入着色器的&amp;quot;灵魂工具&amp;quot;——噪声函数：从 random 的雪花到 Perlin 的连续云雾，从单层噪声到 FBM 的分形细节，最终用噪声驱动云雾、地形、火焰和顶点变形。&lt;/p&gt;</description></item></channel></rss>