This blogpost will go over some of the methods to generate textures procedurally, focusing on the uses of noise.
Pseudorandom Number Generation
Pseudorandom Number GenerationGenerator Seed:
Can be nice to be able to affect this pseudorandom generator so that you can recreate the same results repeatedly. Used in any random map generator with a seed. see example pseudorandom output of balls to the left.
Complete randomness, white noise. Suitable for some purposes but is paradoxically distinctive. Humans good at seeing no pattern.
<pictures of main noise types>
Look into noise which has local patterns.
Perlin NoiseGenerator Seed:
Noise in Multiple Dimensions/Time
Time Varying Noise
burning animation only needs to vary values globally.
<web app here>
electrical effect would be nice...