# Concerning the Procedural noise's function, how would you define a squared magnitude in plain word?

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

• 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: $\pmb{n}(\pmb{p}) \cdot \pmb{n}(\pmb{p})$. Oct 16 '19 at 15:20
• @lightxbulb You should post that as an answer. Oct 18 '19 at 3:49
• @user1118321 Feel free to. I still don't understand what this question was about. Oct 18 '19 at 8:24
• @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. Oct 18 '19 at 9:21
• @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 Oct 18 '19 at 15:23