I’m thinking 2D peril noise would probably work fine.
There would be three tweakable parameters:
X-Scale: Sets ‘roughness’/randomness of pattern
Y-Scale: Sets scale of pattern morph as Y Position values change
Y-Position: Morph pattern by changing scan position on Y axis
Scanning would take place along the X axis.
You wouldn’t need to hold a texture in memory, at all. You’d calculate the value at each coordinate in realtime (or on every clock-pulse, see below), while incrementing the lookup position on the X axis. Assuming Peak’s MCU would be up to the task, if course.
I think Frank’s idea of pre-rendering values was just because he thought the Pickaxe chip wouldn’t be able to calculate the value each time.
I think to be useful, though, you’d need to use both input sockets.
The first one would be a clock, driving scanning across the X axis.
The second would be a reset, resetting the X value to 0.
Ideally, I’d like to be able to sample the noise at selectable subdivisions of the clock pulse. Maybe the 4th knob could multiply/divide the clock pulse, acting like an adjustable-rate sample-and hold. Maximum division would produce a more-or-less smooth waveform out, at whatever the maximum rate the MCU could run the Perlin noise algorithm.
In Dual mode, Knob 1 could set X-Scale, and Knob 2 Y-Position, and the noise would be evaluated at the maximum rate with no jack inserted into the input, or when a pulse is received when one is. Or a pulse on the input could reset X to 0.
I think the real USP of using Perlin Noise is that it provides a wide range of patterns, but is repeatable. The same parameter values will always produce the same output. It might even be reducing the race of possibly control values, to make it easier to setup the same pattern again is needed.