I've been doing research on game development in a hyperbolic plane, and cannot seem to find any solution for generating coherent noise.
Generating noise for a spherical geometry would be easy -- just generate 3D noise and sample it on the surface of a sphere.
But it does not seem to be the case that this technique works for sampling 3D noise on the surface of a hyperboloid.
It generates samples but those samples will get stretched out the further away they are from the origin.
Is there a technique for generating coherent noise that is similar across the hyperbolic plane?
I have considered that I could do a hyperbolic variation of Worley noise by hashing the position of a, say, {4, 5} tiling cell to generate some random points in that cell. However, it would be ideal to have something closer to Perlin noise as it has a nicer texture and can be sampled more arbitrarily.