Noise
Generates procedural noise patterns (Perlin, Simplex, Clouds, Voronoi, or White) with fractal layering and domain warp.
The Noise node creates procedural textures from mathematical noise algorithms. Five types are available: Perlin (classic smooth noise), Simplex (faster, fewer artifacts), Clouds (soft billow effect), Voronoi (cellular patterns), and White (random static).
Fractal layering (octaves) adds progressively finer detail on top of the base pattern. Domain warp distorts the noise coordinates to create organic, flowing shapes. The seamless toggle makes the output tile perfectly, which is essential for game textures.
Parameters
Section titled “Parameters”Pins
Output
Output image width
Output image height
Noise
Noise algorithm
Zoom level. Higher = more detail, lower = smoother
Pan the noise pattern horizontally
Pan the noise pattern vertically
Stretch the noise pattern along X
Stretch the noise pattern along Y
Random seed. -1 = randomize each evaluation; otherwise reproducible
Flip the noise output: black becomes white and vice versa
Generate tileable output via 4D torus mapping
Value remap function. Absolute: turbulence. Ridged: sharp mountain ridges. Smoothstep
Fractal
Number of fractal layers. More = finer detail
Frequency multiplier between octaves
Amplitude decay per octave
Voronoi
Distance metric for cell computation
What value to output for each cell
Domain Warp
Domain warping distorts coordinates for organic effects. 0 = disabled
Frequency of the warping noise
Seed offset for the warp noise layer
Usage Tips
Section titled “Usage Tips”- Enable Seamless for Perlin, Simplex, or Clouds textures that need to tile. It uses 4D torus mapping so there are no visible seams (not available for Voronoi or White).
- Increase octaves for more detail; increase roughness to make those details more prominent.
- Domain warp creates organic, flowing shapes. Start with a small warp amount (0.5–1.0) and adjust.
- Voronoi with F2-F1 return mode creates a cell membrane/cracked earth look. Use Cell for flat, region-filled cells.
- Set Remap to Ridged for sharp mountain-ridge patterns, or Absolute for turbulence-style noise.
- Wire noise output into a Gradient Map to colorize it.