* 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X, Y). * Recommended for 3D terrain and time-varied animations. * The Z coordinate should always be the "different" coordinate in your use case. * If Y is vertical in world coordinates, call noise3_XYBeforeZ(x, z, Y) or use noise3_XZBeforeY. * If Z is vertical in world coordinates, call noise3_X
(double x, double y, double z)
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