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The Noise texture represents a three-dimensional random function with a particular frequency distribution (a fractal) and can be used to create many different types of effects. In fact, many of the other procedural textures are based on fractal mathematics.

Aside from the attributes listed here, Noise inherits many other attributes from its parent, Texture3d.

In the table below, important attributes have their names shown in bold in the Description column.

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets

Attributes (19)

amplitude, density, depthMax, falloff, frequency, frequencyRatio, implode, implodeCenter, implodeCenterU, implodeCenterV, inflection, noiseType, numWaves, randomness, ratio, sizeRand, spottyness, threshold, time

Long name (short name)TypeDefaultFlags
amplitude (a) float1.0outputinputconnectablestorablekeyable
Amplitude is a scaling factor applied to all the values in the texture, centered around the texture's average value. This means that when you increase Amplitude, the light areas get lighter and the dark areas get darker.

If the Noise is being used as a bump map, then increasing Amplitude will make the bumps higher and the valleys deeper.

If you set Amplitude to a value greater than 1.0, then those parts of the texture that scale out of range will be clipped. On a bump map, this will show up as plateau regions.

ratio (ra) float0.707outputinputconnectablestorablekeyable
Ratio controls the frequency of the fractal noise. Increase this value to increase the fineness of detail in the fractal,
threshold (th) float0.0outputinputconnectablestorablekeyable
Threshold is a number that is added to the whole fractal, making it uniformly brighter. If some parts of the fractal are pushed up out of range (greater than 1.0), then they will be clipped to 1.0. If the Noise is being used as a bump map, this will show up as plateau regions.
depthMax (dm) short3outputinputconnectablestorable
DepthMax controls how much calculation is done by the Noise texture. Fractal textures are created by an iterative mathematical process; as the process goes over more levels, it produces a more detailed fractal, but takes longer to do so. Normally, the texture will choose a level it thinks is appropriate for the volume being rendered. You can use Depth Max to control the maximum amount of calculation that the texure will do.
frequency (fq) float8.0outputinputconnectablestorablekeyable
Frequency This determines the fundamental frequency for the noise. As this value increases the noise becomes more detailed. It has the inverse effect of the scale parameter.
frequencyRatio (fr) float2.0outputinputconnectablestorablekeyable
Frequency Ratio This determines the relative spacial scale of the noise frequencies. If this ratio is not a whole integer then the fractal will not repeat at the integer uv boundaries. A cylinder with default placement would then display a seam.
inflection (in) boolfalseoutputinputconnectablestorablekeyable
Inflection This applies a kink in the noise function This is useful for creating puffy or bumpy effects. It is equivalent to abs(noise) * 2 - 1.
time (ti) float0.0outputinputconnectablestorablekeyable
Time is used to animate the Noise texture. You can keyframe the Time attribute to control the rate and amount of change of the texture. Typing the expression "= time" into the edit cell will cause the texture to billow when rendered in an animation. Typing "= time * 2" will make it billow twice as fast.
noiseType (nty) enum1outputinputconnectablestorable
Determines which noise to use during the fractal iteration. Perlin is the standard 2D noise used in the fFractal texture. Billow has a pluffy, cloudlike effect. Wave is a sum of 2D waves in space. Wispy is a perlin noise that uses a second noise as a smear map. This makes the noise stretch out in places, looking wispy. When the time attribute is animated the smear noise is moved causing an undulating effect. SpaceTime is a 3 dimensional version of the 2D perlin noise, where time is the 3th dimension.
density (d) float1.0outputinputconnectablestorablekeyable
Density controls how many cells there are imbedded in the medium used by the Billow noise type. At 1.0, the medium is completely packed with cells. Reduce this value to make the cells more sparse.

If the texture is being used as a bump map, then low values for Density will make it look like a smooth surface with occasional bumps on it.

spottyness (sp) float0.1outputinputconnectablestorablekeyable
Spottyness controls the randomization of the density of the individual cells used by the Billow noise type. When Spottyness is close to 0, all the cells will be the same density. As you increase Spottyness, some cells will be denser or thinner than others, in a random fashion.
sizeRand (sr) float0.0outputinputconnectablestorablekeyable
Size Rand controls the randomization of the size of the individual blobs used by the Billow noise type. When it is close to 0, all the cells will be the same size. As you increase Size Rand, some cells will be smaller than others, in a random fashion.
randomness (rn) float1.0outputinputconnectablestorablekeyable
Randomness controls how the cells for the Billow noise type are arranged relative to one another. Set randomness to 1.0 to get a realistic random distribution of cells, as would be found in nature. If you set Randomness to 0, all the spots are laid out in a completely regular pattern. This can provide interesting effects when used as a bump map; you can make things like insect eyes, or machine-tooled raspy surfaces.
falloff (fof) enum2outputinputconnectablestorable
This controls the way intensity falls off for individual blobs for the Billow noise type. Linear is a uniform falloff from the center to a value of zero at the edges of the blobs.Smooth is more natural looking, using a gaussian falloff. Fast focuses the intensity more towards the center of the blobs. Bubble uses a reverse falloff, fading to zero at the blob center.
numWaves (nw) short5outputinputconnectablestorablekeyable
NumWaves determines how many waves to generate for the Wave noise type. The larger this number the more random looking and slower the texture.
implode (imp) float0.0outputinputconnectablestorablekeyable
Implode warps the noise function in a concentric fashion about a point defined by the Implode Center. At a value of zero there is no effect, while at a value of 1.0 it is a spherical projection of the noise function, creating a starburst effect. Negative values can be used to skew the noise outward instead of inward.
implodeCenter (imc) float20.5, 0.5outputinputconnectablestorablekeyable
Implode Center defines the center uv point about which the implode effect is defined.
implodeCenterU (imu) float0.0outputinputconnectablestorablekeyable
Implode Center U u position for implode effect
implodeCenterV (imv) float0.0outputinputconnectablestorable
Implode Center V v position for implode effect