Noise
Generates procedural noise patterns across fifteen types, from smooth Perlin and Simplex to cellular Voronoi and surface textures, with fractal layering, color output, and domain warp.
The Noise node creates procedural textures from mathematical noise algorithms. Fifteen types are available: the smooth gradient noises Perlin, Simplex, and Clouds; the cellular Voronoi and Voronoi fBm; the evenly spread dithering fields Blue and IGN; a set of surface and terrain textures, Crater, Scratches, Curl, Paper, Stone, Wool, and Erosion; and plain White 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 (repeating) output. Perlin/Simplex/Clouds use a 4D torus; the curl and Voronoi/Crater modes wrap a periodic lattice (the feature scale snaps to the nearest tileable size)
Value remap function
Contrast around mid-gray. 0 = unchanged. Positive deepens the noise, negative flattens it toward gray
Lighten or darken the noise. 0 = unchanged.
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
Sharpness of the Smooth Cell blend. Higher = softer transitions, lower = sharper cell boundaries
Scratches
Center orientation the scratches align to (0-180 degrees; a scratch line has no head, so 180 wraps to 0). Pair with a smaller Spread to see it - at full Spread the orientation is already random
How much the scratch directions vary around Direction (degrees). 0 = all parallel; 180 = fully random.
Fraction of cells that carry a scratch. 1 = dense, lower = sparser.
Stroke width multiplier. Higher = thicker gouges, lower = fine hairlines
Stroke length multiplier. Higher = longer streaks, lower = short nicks
How wavy the scratches are. 0 = dead straight, higher = curvier.
Domain Warp
Domain warping distorts coordinates for organic effects. 0 = disabled.
Frequency of the warping noise
Seed offset for the warp noise layer
Color Output
How the scalar noise maps to color
Tint color
Color saturation for Hue Cycle
Color value/brightness for Hue Cycle
Starting hue (degrees) for Hue Cycle
Hue sweep width (degrees) for Hue Cycle
Usage Tips
Section titled “Usage Tips”- Enable Seamless to make the output tile perfectly. It covers Perlin, Simplex, Clouds, Voronoi, Voronoi fBm, Crater, Curl, Paper, Stone, and Wool (not White, Blue, IGN, Scratches, or Erosion); for most of these the feature scale snaps to the nearest size that tiles cleanly.
- 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 the F2 - F1 return mode creates a cell membrane/cracked earth look. Use Cell for flat, region-filled cells, Colored Cells to fill each cell with a random color for a stained-glass effect, or Smooth Cell (with the Smoothness control) to blend softly between neighboring cells for a blobby look.
- The Scratches texture has its own controls: Direction and Spread aim the strokes, Density sets how many there are, and Thickness, Length, and Waviness shape each one, for brushed-metal and hairline looks.
- Set Remap to Ridged for sharp mountain-ridge patterns, or Absolute for turbulence-style noise.
- Use Contrast and Brightness to shape the noise’s tonal range directly, without a separate Levels node. Seamless noise matches the contrast of non-seamless noise; on seamless projects saved in versions before 1.5, raise Contrast to restore the punchier look they had.
- Use Color Output to make the noise chromatic instead of grayscale: RGB generates three independent noise fields for full-color static, Tint multiplies the noise by a chosen color, and Hue Cycle drives the hue from the noise value (with Saturation, Brightness, Base Hue, and Hue Range controls). The default Monochrome output is unchanged.
- Set Color Mode to Grayscale to output single-channel noise computed natively, ideal as a height field, displacement source, or mask.
- Wire noise output into a Gradient Map to colorize it.