Noise

Generates a smooth gray noise texture that can be moved and animated in three dimensions.

Outputs

NameTypeDescription
Texture OutputTextureThe noise, the same gray in red, green and blue and fully opaque.

Parameters

NameTypeDescription
Texture TypeEnumThe channels of the output texture.Choices: R (u8), RG (u8), RGBA (u8)
Texture SizeVector 2 IntThe size of the output texture in pixels.
TransformTransform 3DMoves, turns and scales the noise in one value. Applied before the position and scale below.
PositionVector 3Where in the noise the texture is taken. Change Z to move through the noise and make it evolve.
ScaleFloatHow big the features are. Higher is larger, softer blobs and lower is finer detail.
OffsetFloatA value added to every pixel. The raw noise runs between about -1 and 1.
AmplitudeFloatHow far the values swing around the offset. 0.5 with an offset of 0.5 gives gray between 0 and 1.
Noise 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.

Noise makes the soft, cloudy randomness that so much generative imagery starts from. The texture is a slice through a three-dimensional field of noise, which is why the position has three parts. Moving X and Y slides the pattern across the texture. Moving Z goes through the field, so the pattern evolves in place without sliding, and connecting a slowly rising signal to Z is the usual way to make noise come alive. The rotation is a second way to animate it without moving.

The scale sets the size of the features, from large slow blobs to fine grain. Offset and amplitude set the gray range. The raw noise runs between about -1 and 1 and rarely reaches either end, so the defaults of 0.5 and 0.5 give a texture that mostly sits in the mid grays. Push the amplitude up for more contrast. The repetition makes the pattern tile after a distance, which keeps it seamless where it wraps.

Noise is rarely the final image. It feeds a Color Ramp for color, a Displace for distortion, or the mask of a Blend for an organic transition. For noise on a mesh rather than a texture, see Noise under Mesh.

Keywords: perlin, simplex, random, clouds, organic, generator, turbulence