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By googling, I have found some definition of squared magnitude about mathematical plane applied in the gaming field, but I am dubting this is what we would mean in the noise generation's field.

thanks for any hint

DiaJos
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    Let $n(\pmb{p})$ give you the noise value at point $\pmb{p}$, then its squared "magnitude" is: $n^2(\pmb{p})$. If the noise produces not a scalar, but a vector quantiry, then the squared magnitude is given by the dot product: $\pmb{n}(\pmb{p}) \cdot \pmb{n}(\pmb{p})$. – lightxbulb Oct 16 '19 at 15:20
  • @lightxbulb You should post that as an answer. – user1118321 Oct 18 '19 at 03:49
  • @user1118321 Feel free to. I still don't understand what this question was about. – lightxbulb Oct 18 '19 at 08:24
  • @lightbulb I too am not quite sure what the OP is asking, but I often used squared magnitude (or square of distance) in, say, vector quantisation when mapping vectors to the code book since one is usually only interested in finding the closest code. – Simon F Oct 18 '19 at 09:21
  • @lightxbulb thanks for your feedback, I am discovering computer graphic currently and wondering how a square magnitude would be defined in the context of a Perlin's noise more specifically, procedural noise more broadly if it is worthy to precise it – DiaJos Oct 18 '19 at 15:23
  • @Webwoman As described above. Squared magnitude is a mathematical notion, not something specific to noise - so you can just take your noise and square it. If your noise is made of vectors - then take the squared length of each vector. – lightxbulb Oct 18 '19 at 15:43

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