Noise Attribute

Fills an attribute with a smooth noise value for every vertex.

Outputs

NameTypeDescription
Mesh OutputMeshThe mesh with the noise attribute added.

Inputs

NameTypeDescription
Mesh InputMeshThe mesh to work on.

Parameters

NameTypeDescription
Attribute NameStringThe name the noise values are stored under.
Noise TransformTransform 3DMoves, turns and scales the noise pattern over the mesh. Scaling it up gives finer detail.
RotationFloatTurns the noise pattern in place. Animate it to make the noise churn without moving.
RepetitionVector 3The distance after which the pattern repeats along each axis. 0 does not repeat.
AmplitudeFloatHow large the values are. The raw noise runs between about -1 and 1 and is multiplied by this.
OffsetFloatA value added to every result, so 1 with an amplitude of 1 gives values between about 0 and 2.

Noise Attribute gives every vertex a smooth random number that varies gently over the mesh, and stores it under a name. Vertices near each other get similar values, so the result looks like hills and valleys rather than static. Nothing changes visibly until another operator reads the attribute. Through Move it makes a lumpy, organic displacement, and through a material it can drive color or blending.

The noise transform sets where the pattern sits and how big it is. Scaling it up shrinks the pattern on the mesh for finer lumps, and moving it slides the pattern across the surface. The rotation turns the pattern on the spot, which is the easiest way to animate it. The repetition makes the pattern tile after the given distance along each axis, which keeps it seamless on shapes that wrap around.

The raw noise runs between about -1 and 1. The amplitude scales it and the offset shifts it, so an amplitude of 0.5 and an offset of 0.5 give values between about 0 and 1.

Keywords: random, organic, per vertex, field, turbulence, weight