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”Output
Output width (overridden when size_ref connected)
Output height (overridden when size_ref connected)
Noise
Algorithm
Zoom level; higher=more detail, lower=smoother
Pan noise pattern horizontally
Pan noise pattern vertically
Stretch along X; >1=wider features, <1=narrower
Stretch along Y; >1=taller features, <1=shorter
Random seed; different seeds produce different patterns
Flip output: black becomes white and vice versa
Generate tileable output via 4D torus mapping
Fractal
Fractal layers; more octaves add finer detail
Frequency multiplier between octaves
Amplitude decay per octave; 0=base only, 1=all equal
Voronoi
Distance metric
Output value: F1/F2/F2-F1/Cell
Domain Warp
Domain warp intensity; 0=disabled
Frequency of the warp noise layer
Seed offset for warp noise (independent of main)
General
Post-processing
Seamless only applies to Perlin/Simplex/Clouds. Fractal not shown for White. Voronoi section only applies to Voronoi. Domain Warp disabled when seamless is on.
Usage Tips
Section titled “Usage Tips”- Enable Seamless for any texture that needs to tile. It uses 4D torus mapping so there are no visible seams.
- 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.
- Wire noise output into a Gradient Map to colorize it.