Noise
Smooth random values that drift over time between a minimum and a maximum.
Parameters
| Name | Type | Description |
|---|---|---|
| Valueoutput | Float | The current random value. |
| Frequency | Float | How quickly the value wanders. Higher is more nervous, lower is calmer. |
| Min | Float | The lowest value the noise can reach. |
| Max | Float | The highest value the noise can reach. |
| Seed | Int | Which random path is followed. The same seed always gives the same path. |
| Running | Bool | Whether the value moves on. While off, it holds still. |
| Reset | Trigger | Goes back to the start of the path. |
Noise gives a value that wanders around at random, but smoothly. It never jumps. Instead it drifts up and down like a leaf on the water, which makes it good for anything that should look alive without looking mechanical: a slow sway, a flicker, a hand-held camera.
The frequency sets the pace of the wandering. A frequency of 1 gives roughly one swing per second, and higher values give faster, more nervous movement. Changing the frequency does not make the value jump. The value stays between the minimum and the maximum. It spends most of its time around the middle and only rarely comes close to either end.
The seed picks the path. Two Noise operators with the same seed move exactly alike, and different seeds move independently, so several things that should each wander on their own need different seeds. A reset goes back to the start of the path, so the same seed replays the same movement. While Running is off the value stops where it is.
For random values that jump instead of drift, use Random.
Keywords: random, wander, drift, jitter, organic, perlin, simplex, wobble