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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.

Output

WidthInteger
Default: 512 Range: 16–8192

Output width (overridden when size_ref connected)

HeightInteger
Default: 512 Range: 16–8192

Output height (overridden when size_ref connected)

Noise

TypeChoice
Default: Perlin

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: 0.0 Range: -10.0–10.0

Pan noise pattern horizontally

Offset YNumber
Default: 0.0 Range: -10.0–10.0

Pan noise pattern vertically

Stretch XNumber
Default: 1.0 Range: 0.1–10.0

Stretch along X; >1=wider features, <1=narrower

Stretch YNumber
Default: 1.0 Range: 0.1–10.0

Stretch along Y; >1=taller features, <1=shorter

SeedInteger
Default: 42

Random seed; different seeds produce different patterns

InvertToggle
Default: false

Flip output: black becomes white and vice versa

SeamlessToggle
Default: false

Generate tileable output via 4D torus mapping

Fractal

OctavesInteger
Default: 3 Range: 1–8

Fractal layers; more octaves add finer detail

LacunarityNumber
Default: 2.0 Range: 1.0–4.0

Frequency multiplier between octaves

RoughnessNumber
Default: 0.5 Range: 0.0–1.0

Amplitude decay per octave; 0=base only, 1=all equal

Voronoi

DistanceChoice
Default: Euclidean

Distance metric

  • 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

Output value: F1/F2/F2-F1/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-F1Difference between F2 and F1 — highlights cell boundaries, creating a membrane/crack pattern.
  • CellEach cell gets a flat random shade — creates a stained-glass or mosaic look.

Domain Warp

Warp AmountNumber
Default: 0.0 Range: 0.0–5.0

Domain warp intensity; 0=disabled

Warp ScaleNumber
Default: 2.0 Range: 0.1–5.0

Frequency of the warp noise layer

Warp Seed OffsetInteger
Default: 100 Range: 0–999

Seed offset for warp noise (independent of main)

General

RemapChoice
Default: None

Post-processing

  • 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.
Notes

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.

  • 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.