Noise
A smooth random pattern in space, for anything that should look natural rather than regular.
random, organic, terrain, bumpy, variation, perlin, weathering- Category
- Fields
- Outputs
- field
- Runs live in
- Godot, Roblox
It gives a different number at every point in space, but nearby points get similar numbers, which is what makes it read as hills and weathering rather than static. Feed it into Set Position and a flat sheet becomes terrain; feed it into Color Ramp and a surface gets patchy wear.
It is the same every time for the same seed, so nothing shifts under you between runs. Change the seed for a different pattern of the same character.
Inputs
| Socket | Type | Wiring |
|---|---|---|
| offset | vector | one wire covers offsetX, offsetY, offsetZ |
Parameters
| Name | Type | Default | Available when | What it does |
|---|---|---|---|---|
| Scale | number | 1 | always | The size of one bump in world units, not a frequency, so bigger numbers mean broader features rather than more of them. Double it and the bumps get twice as wide. |
| Seed | number | 0 | always | |
| X | number | 0 | always | |
| Y | number | 0 | always | |
| Z | number | 0 | always |
Watch out
Noise is sampled in world space, so moving the object moves it through the pattern and its shape changes. That is useful when you want variation for free, and surprising when you did not.
Built with this node
- Materials and appearanceHow-to
- My colour came out flatFix
- My selection does nothingFix
- Select parts of a meshHow-to
- Vary copiesHow-to
- Change Only Some Facesuses it
- A Selection Can Be a Strengthuses it
- demo-archipelagodemoOne noise field decides where land stops and water starts, and the same field grades the terrain above it.
1 more teaching graph uses it without being about it.
See also
- voronoiFor patches with visible borders instead of smooth gradients.
- setPositionThe node that turns this into shape rather than colour.