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 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.
Over an image
Section titled “Over an image”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.
Parameters
Section titled “Parameters”Pins
Output
Output width in pixels.
Overridden when size_ref is connected.
Output height in pixels.
Overridden when size_ref is connected.
Channel layout of the output
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
How the noise blends over the background
How strongly the noise shows over the background. 0 returns the background unchanged
Noise
Noise algorithm
Zoom level of the noise pattern. Higher = more detail, lower = smoother
Pan the noise pattern horizontally
Pan the noise pattern vertically
Stretch the noise pattern along X. >1 = wider features, <1 = narrower
Stretch the noise pattern along Y. >1 = taller features, <1 = shorter
Random seed. Same seed, same pattern. -1 gives each node and each batch frame its own pattern
Flip the noise output: black becomes white and vice versa
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.
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 octaves add finer detail
Frequency multiplier between octaves. Higher = sharper detail at each layer
How much each finer octave contributes. Higher keeps fine detail, lower favors broad shapes. 0 = base layer only, 1 = all layers equal
Voronoi
Distance metric for cell computation
What value to output for each cell
Sharpness of the Smooth Cell blend. Higher gives softer transitions, lower gives 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 it with a smaller Spread to see the effect. 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. Controls how fine the distortion is
Seed offset for the warp noise layer. Changes distortion independently of main noise
Color Output
How the noise value maps to color
Tint color
Color saturation. Lower = subtle duotone drift, higher = vivid rainbow
Color value/brightness for Hue Cycle
Starting hue (degrees) for Hue Cycle
Width of the hue sweep in degrees. 360 = full rainbow; smaller values keep a narrower arc
Mask
How the connected color image is read as a mask
How the mask is sized when it doesn't match the image
Usage Tips
Section titled “Usage Tips”- 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.