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Noise

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Generator

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.

Pins

Size RefSize Reference
InputOptional
ImageImage
Output

Output

Width (px)Integer
Default: 512 Range: 16–8192

Output image width

Height (px)Integer
Default: 512 Range: 16–8192

Output image height

Noise

TypeChoice
Default: Perlin

Noise algorithm

  • PerlinClassic smooth noise with natural-looking organic patterns.
  • SimplexSimilar to Perlin but faster and with fewer directional artifacts.
  • CloudsSoft, billowy noise — great for cloud textures and atmospheric effects.
  • VoronoiCell-based noise creating organic cellular patterns, cracked surfaces, or cobblestone effects.
  • WhitePure random static — every pixel is independent. Useful as a seed for other effects.
ScaleNumber
Default: 4.0 Range: 0.5–100.0

Zoom level. Higher = more detail, lower = smoother

Offset XNumber
Default: 0.00 Range: -10.00–10.00

Pan the noise pattern horizontally

Offset YNumber
Default: 0.00 Range: -10.00–10.00

Pan the noise pattern vertically

Stretch XNumber
Default: 1.00 Range: 0.10–10.00

Stretch the noise pattern along X

Stretch YNumber
Default: 1.00 Range: 0.10–10.00

Stretch the noise pattern along Y

SeedInteger
Default: 42 Range: -1–999999

Random seed. -1 = randomize each evaluation; otherwise reproducible

InvertToggle
Default: false

Flip the noise output: black becomes white and vice versa

SeamlessToggle
Default: false
Perlin, Simplex, Clouds only

Generate tileable output via 4D torus mapping

RemapChoice
Default: None

Value remap function. Absolute: turbulence. Ridged: sharp mountain ridges. Smoothstep

  • NoneRaw noise output — values range from dark to light.
  • AbsoluteTakes the absolute value — creates ridged, vein-like patterns.
  • RidgedInverted absolute — bright ridges on dark background, like mountain ridgelines.
  • SmoothstepApplies an S-curve — increases contrast between light and dark areas.

Fractal

OctavesInteger
Default: 3 Range: 1–8
Perlin, Simplex, Clouds only

Number of fractal layers. More = finer detail

LacunarityNumber
Default: 2.00 Range: 1.00–4.00
Perlin, Simplex, Clouds only

Frequency multiplier between octaves

RoughnessNumber
Default: 0.50 Range: 0.00–1.00
Perlin, Simplex, Clouds only

Amplitude decay per octave

Voronoi

DistanceChoice
Default: Euclidean
Voronoi only

Distance metric for cell computation

  • EuclideanStandard straight-line distance — produces natural, rounded cells.
  • ManhattanAxis-aligned distance — creates diamond-shaped cells with sharper angles.
  • ChebyshevMaximum axis distance — creates square-shaped cells.
ReturnChoice
Default: F1
Voronoi only

What value to output for each cell

  • F1Distance to the nearest cell center — creates rounded cells with dark centers.
  • F2Distance to the second-nearest center — creates a webbed/inverse pattern.
  • F2 - F1
  • CellEach cell gets a flat random shade — creates a stained-glass or mosaic look.

Domain Warp

Warp AmountNumber
Default: 0.00 Range: 0.00–5.00

Domain warping distorts coordinates for organic effects. 0 = disabled

Warp ScaleNumber
Default: 2.00 Range: 0.10–5.00
Warp Amount > 0

Frequency of the warping noise

Warp Seed OffsetInteger
Default: 100 Range: 0–999
Warp Amount > 0

Seed offset for the warp noise layer

  • 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.