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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.

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.

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

Color ModeChoice
Default: RGBA
  • 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.

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. 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
Tileable modes (excludes White/Blue/IGN, Scratches, Erosion)

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)

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 = 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, 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 = softer transitions, lower = 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 with a smaller Spread to see it - 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

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

Seed offset for the warp noise layer

Color Output

Color OutputChoice
Default: Monochrome

How the scalar noise 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 for Hue Cycle

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

Hue sweep width (degrees) for Hue Cycle

  • 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.