These functions are similar to wnoise.

`float snoise(vector pos)`

`vector snoise(vector pos)`

`float snoise(vector pos, int turbulence, float rough, float atten)`

`vector snoise(vector pos, int turbulence, float rough, float atten)`

These functions are similar to wnoise. The noise returned is based on the weights of all of the closest points, with each point’s contribution based on a meta-ball like rolloff curve. That is, if the sample point is close to the sphere, its contribution will be greater.

The bounds on the noise are roughly (-1.7, 1.7). Only 3D noise is supported. However, this noise has the ability to compute turbulence with roughness and attenuation on the noise.

See noise and randomness in the VEX language guide for more information.