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Noise

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Generator

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.

Every Noise mode at default settings (512x512, seed 42).
A 5-by-3 grid comparing all 15 Noise node algorithms (Perlin, Simplex, Clouds, Voronoi, White, Blue, IGN, Voronoi fBm, Crater, Scratches, Curl, Paper, Stone, Wool, and Erosion), each rendered at default parameters.

The fifteen Types are the smooth gradient noises Perlin, Simplex, and Clouds; the cellular Voronoi and Voronoi fBm; the evenly spread dithering fields Blue and IGN; the surface and terrain textures Crater, Scratches, Curl, Paper, Stone, Wool, and Erosion; and plain White static.

Fractal layering (Octaves, for Perlin, Simplex, and Clouds) adds progressively finer detail, and Domain Warp distorts the coordinates into organic, flowing shapes. Color Output turns the gray noise into colored static (RGB), a tinted field, or a hue sweep.

Noise picks the GPU or the processor per type, whichever measured faster. The heavy types (Crater, Erosion, Stone, Paper, Wool) run on the GPU where one is available, and a few light configurations, such as Tint on Perlin, Simplex, or Clouds, run on the processor. The output is identical on almost every configuration and within one least-significant bit on the rest, and at 4K the default Perlin keeps up with a slider.

Wire a picture into the optional Background input and the noise is drawn straight over it, at the picture’s size and depth, with no Composite node. Nothing changes while the input is empty.

  • Output Mode, Blend, and Opacity join the Output section, under Color Mode, while a background is wired. Output Mode is Composite, or Noise Only for the noise alone at the picture’s size. Noise starts at Overlay and half opacity, so the picture and the noise both show.
  • Size. The background sets the size, so Width and Height (and a wired Size Reference) are grayed.
  • Mask. An optional Mask input says where the noise appears, such as only in the crevices; Mask From and Mask Fit show while one is wired. With no background, the mask fades the noise itself.
  • Transparent areas stay transparent. Noise never paints where the picture is empty, so a cutout or the gutter of a padded trim stays clear. Opacity 0 returns the picture unchanged.
  • Depth and channels follow the picture. A 32-bit picture stays 32-bit, and a grayscale picture stays grayscale. A batch of pictures or trims keeps each frame’s name, color, and place on the sheet.
  • Dragging Opacity or changing Blend does not generate the noise again.
  • On a texture set, a Map row heads the Output section: pick Base Color, Roughness, Metallic, Ambient Occlusion, Height, or Emissive, and the noise draws into that map only while every other map and the Opacity pass through. The Normal and the Opacity are not offered. See Drawing into one map.

Pins

BackgroundPixels or Texture
InputOptional
MaskMask
InputOptional
Size RefSize Reference
InputOptional
ImagePixels or Texture
Output

Output

Width (px)Integer
Default: 512 Range: 16–16384

Output width in pixels.

Overridden when size_ref is connected.

Height (px)Integer
Default: 512 Range: 16–16384

Output height in pixels.

Overridden when size_ref is connected.

Color ModeChoice
Default: RGBA

Channel layout of the output

  • RGBAOutput a full-color RGBA image. The default.
  • GrayscaleOutput a single-channel image directly, so you can build a mask, height field, or single-channel chain without adding a conversion node. The color pickers become gray sliders.
MapChoice
Default: Base Color
Texture set or library wired

Which map of the texture set this node edits. Every other map passes through unchanged. Shown while a texture set or a library is wired

  • Base ColorDraw into the set's Base Color. The default.
  • NormalListed but grayed: the Normal is a direction, not a tone.
  • RoughnessDraw into the set's Roughness only, such as grunge in the roughness.
  • MetallicDraw into the set's Metallic only.
  • Ambient OcclusionDraw into the set's Ambient Occlusion only.
  • HeightDraw into the set's Height only.
  • OpacityListed but grayed: the Opacity is the set's cutout, which Mask Apply edits.
  • EmissiveDraw into the set's Emissive only.
Output ModeChoice
Default: Composite
Background connected
  • Noise OnlyOutput the noise alone, at the background's size.
  • CompositeDraw the noise over the background with Blend Mode and Opacity (Overlay at 0.50 to start). The default.
Blend ModeChoice
Default: Overlay Range: Normal / Multiply / Screen / Overlay / Linear Dodge (Add) / Subtract / Difference / Hard Light / Soft Light / Darken / Lighten / Color Dodge / Color Burn / Exclusion / Hue / Saturation / Color / Luminosity
Composite, Background connected

How the noise blends over the background

OpacityNumber
Default: 0.50 Range: 0.00–1.00
Composite, Background connected

How strongly the noise shows over the background. 0 returns the background unchanged

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 where every pixel is independent. Useful as a seed for other effects.
  • BlueHigh-frequency static with the low frequencies removed, so values spread evenly with no clumps. Ideal for dithering and stippling.
  • IGNInterleaved Gradient Noise, a low-discrepancy golden-ratio pattern that looks ordered yet non-repeating. Cheap and great for dithering.
  • Voronoi fBmLayered (fractal) Voronoi for cellular turbulence, with more detail and depth than plain Voronoi.
  • CraterOverlapping rounded pits, for pocked or cratered terrain.
  • ScratchesThin random strokes, for brushed metal, wear, and hairline scratches. Direction and Spread set their orientation.
  • CurlSmooth flow lines from a curl field, for fluid, swirling streak patterns.
  • PaperFibrous, mottled texture resembling paper grain.
  • StoneMarbled, veined texture resembling polished stone.
  • WoolInterwoven strands resembling woven or felted fibers.
  • ErosionEroded terrain with ridges and gullies, for weathered height fields.
ScaleNumber
Default: 4.0 Range: 0.5–200.0

Zoom level of the noise pattern. 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. >1 = wider features, <1 = narrower

Stretch YNumber
Default: 1.00 Range: 0.10–10.00

Stretch the noise pattern along Y. >1 = taller features, <1 = shorter

SeedInteger
Default: 42 Range: -1–2147483647

Random seed. Same seed, same pattern. -1 gives each node and each batch frame its own pattern

InvertToggle
Default: false

Flip the noise output: black becomes white and vice versa

SeamlessToggle
Default: false
Tileable modes (excludes White/Blue/IGN, Scratches, Erosion)

Generate tileable (repeating) output.

  • Perlin / Simplex / Clouds: a 4D torus.
  • Curl and Voronoi / Crater: a periodic lattice, with the feature scale snapped to the nearest tileable size.
RemapChoice
Default: None

Value remap function

  • NoneRaw noise output, with values ranging from dark to light.
  • AbsoluteTakes the absolute value, creating ridged, vein-like patterns.
  • RidgedInverted absolute, giving bright ridges on a dark background, like mountain ridgelines.
  • SmoothstepApplies an S-curve, increasing contrast between light and dark areas.
ContrastNumber
Default: 0.0 Range: -100.0–100.0

Contrast around mid-gray. 0 = unchanged. Positive deepens the noise, negative flattens it toward gray

BrightnessNumber
Default: 0.0 Range: -100.0–100.0

Lighten or darken the noise. 0 = unchanged.

Fractal

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

Number of fractal layers. More octaves add finer detail

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

Frequency multiplier between octaves. Higher = sharper detail at each layer

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

How much each finer octave contributes. Higher keeps fine detail, lower favors broad shapes. 0 = base layer only, 1 = all layers equal

Voronoi

DistanceChoice
Default: Euclidean
Voronoi only

Distance metric for cell computation

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

What value to output for each cell

  • F1Distance to the nearest cell center, creating rounded cells with dark centers.
  • F2Distance to the second-nearest center, creating a webbed/inverse pattern.
  • F2 - F1Difference between F2 and F1, highlighting cell boundaries to create a membrane/crack pattern.
  • CellEach cell gets a flat random shade, creating a stained-glass or mosaic look.
  • Colored CellsEach cell gets a stable random RGB color instead of a flat shade, for a colorful mosaic or stained-glass look (overrides Color Output).
  • Smooth CellLike Cell, but blends softly between neighboring cells. The Smoothness control sets how soft the transitions are.
SmoothnessNumber
Default: 0.50 Range: 0.01–1.00
Smooth Cell return only

Sharpness of the Smooth Cell blend. Higher gives softer transitions, lower gives sharper cell boundaries

Scratches

DirectionNumber
Default: 0 Range: 0–180
Scratches only

Center orientation the scratches align to (0-180 degrees; a scratch line has no head, so 180 wraps to 0).

Pair it with a smaller Spread to see the effect. At full Spread the orientation is already random.

SpreadNumber
Default: 180 Range: 0–180
Scratches only

How much the scratch directions vary around Direction (degrees). 0 = all parallel; 180 = fully random.

DensityNumber
Default: 1.00 Range: 0.05–1.00
Scratches only

Fraction of cells that carry a scratch. 1 = dense, lower = sparser.

ThicknessNumber
Default: 1.00 Range: 0.25–4.00
Scratches only

Stroke width multiplier. Higher = thicker gouges, lower = fine hairlines

LengthNumber
Default: 1.00 Range: 0.25–3.00
Scratches only

Stroke length multiplier. Higher = longer streaks, lower = short nicks

WavinessNumber
Default: 1.00 Range: 0.00–3.00
Scratches only

How wavy the scratches are. 0 = dead straight, higher = curvier.

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. Controls how fine the distortion is

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

Seed offset for the warp noise layer. Changes distortion independently of main noise

Color Output

Color OutputChoice
Default: Monochrome

How the noise value maps to color

  • MonochromeGrayscale noise. The default, and identical to earlier versions.
  • RGBIndependent noise per channel, for full-color static.
  • TintMultiply the noise by a chosen color for a single-hue tint.
  • Hue CycleDrive the hue from the noise value, cycling through colors.
TintColor (RGB)
Default: rgb(255, 255, 255)
Color Output = Tint

Tint color

SaturationNumber
Default: 0.70 Range: 0.00–1.00
Color Output = Hue Cycle

Color saturation. Lower = subtle duotone drift, higher = vivid rainbow

BrightnessNumber
Default: 1.00 Range: 0.00–1.00
Color Output = Hue Cycle

Color value/brightness for Hue Cycle

Base HueNumber
Default: 0 Range: 0–360
Color Output = Hue Cycle

Starting hue (degrees) for Hue Cycle

Hue RangeNumber
Default: 360 Range: 0–360
Color Output = Hue Cycle

Width of the hue sweep in degrees. 360 = full rainbow; smaller values keep a narrower arc

Mask

Mask FromChoice
Default: Luminance
Color image connected to the mask input

How the connected color image is read as a mask

  • LuminanceRead the image's brightness as the mask. The default.
  • AlphaRead the image's transparency as the mask.
  • RedUse the red channel as the mask.
  • GreenUse the green channel as the mask.
  • BlueUse the blue channel as the mask.
Mask FitChoice
Default: None (native size)
Mask connected

How the mask is sized when it doesn't match the image

  • None (native size)Center the mask at its native size, with no resizing. Unmasked regions are unaffected.
  • StretchStretch the mask to exactly match the image dimensions. May distort the mask shape.
  • Fit (letterbox)Scale the mask to fit inside the image, preserving aspect ratio. Letterboxes where needed.
  • Fill (crop)Scale the mask to fill the image, preserving aspect ratio. Crops edges if aspect ratios differ.
  • Turn on Seamless for textures that must tile. It covers every type except White, Blue, IGN, Scratches, and Erosion; for most, the feature scale snaps to the nearest size that tiles cleanly.
  • Start domain warp small (a Warp Amount of 0.5 to 1.0) and adjust.
  • Voronoi with the F2 - F1 return gives a cell membrane or cracked earth look.
  • Shape the tonal range with Contrast and Brightness instead of a separate Levels node. Seamless noise matches the contrast of non-seamless noise; on seamless projects saved before 1.5, raise Contrast to restore their punchier look.
  • Set Color Mode to Grayscale for a single-channel image, ideal as a height field, displacement source, or mask.
  • Wire the output into a Gradient Map to colorize it.
  • A Seed of -1 gives each Noise node, each batch frame, and each texture set in a library its own pattern, while every map of one set shares it. A fixed Seed draws the same noise on every frame; the dice rolls a new fixed one.