NoiseMap_v2

Overview

NoiseMap creates procedural noise based on Ken Perlin’s Improved Noise (2002), a lattice gradient noise. It can create noise using a classic square grid or a simplex grid.

Flow Noise

When using the simplex grid, this node also implements Perlin’s flow noise, creating an appearance of advection that’s perceptually different from scrolling 4D noise.

Order of Operations:

When changing settings of this map, they’re applied in this order:

  • Noise Calculation
  • Bias
  • Gain
  • Smoothstep
  • Amplitude
  • Invert

Attribute Reference

4D attributes

time

Float bindable
default: 0.0

If use 4D noise is on, this is the value for the 4th dimension

Perlin
Simplex

use_4D_noise

Bool
default: False

If on, 4-dimensional noise is used instead of 3-dimensional

Adjustment attributes

bias

Float bindable
default: 0.5

Bias the noise towards 0 or 1

gain

Float bindable
default: 0.5

Apply gain to the noise

invert

Bool
default: False

Invert the final pattern

smoothstep

Vec2f bindable
default: [ 0, 1 ]

min/max values between which the smoothstep will interpolate

use_smoothstep

Bool
default: False

Put the noise value through a smoothstep function defined by min/max

Flow Noise attributes

flow_advection_rate

Float bindable
default: 0.0

Rate of advection for flow noise

0.2
0.5
1

flow_angle

Float bindable
default: 0.0

Angle of rotation for flow noise

Space attributes

camera

Camera
default: None

camera used to define camera and screen space

input_texture_coordinates

Vec3f bindable
default: [ 0, 0, 0 ]

User specified UVs

object_space

Geometry
default: None

Directly connect object to use that object's space

space

Int enum
  0 = “render”
  1 = “camera”
  2 = “world”
  3 = “screen”
  4 = “object” (default)
  5 = “reference”
  6 = “texture”
  7 = “input texture coordinates”
  8 = “hair_surface_uv”
  9 = “hair_closest_surface_uv”

The space to calculate the noise in

Transform attributes

rotation

Vec3f bindable
default: [ 0, 0, 0 ]

Rotates the noise in space based on the specified rotation order

rotation_order

Int enum
  0 = “xyz” (default)
  1 = “xzy”
  2 = “yxz”
  3 = “yzx”
  4 = “zxy”
  5 = “zyx”

Order in which to apply the euler rotations

scale

Vec3f bindable
default: [ 1, 1, 1 ]

Vector to scale the noise non-proportionally

transformation_order

Int enum
  0 = “srt”
  1 = “str”
  2 = “rst”
  3 = “rts”
  4 = “tsr” (default)
  5 = “trs”

Order in which to apply the translation, rotation, and frequency

translation

Vec3f bindable
default: [ 0, 0, 0 ]

Translation of the noise in space

General attributes

amplitude

Float bindable
default: 1.0

Intensity of the noise

color

Bool
default: False

Outputs RGB noise

color_A

Rgb bindable
default: [ 0, 0, 0 ]

The color value at 0 noise

color_B

Rgb bindable
default: [ 1, 1, 1 ]

The color value at 1 noise

distortion

Float bindable
default: 0.0

Warp input coordinate space with single noise level before looking up noise

distortion_noise_type

Int enum
  0 = “perlin classic” (default)
  1 = “perlin simplex”

Type of noise to use for distortion.

frequency_multiplier

Float bindable
default: 1.0

Scalar multiplier for the frequency vector

lacunarity

Float bindable
default: 2.0

Multiplier on the noise frequency per level

max_level

Float bindable
default: 1.0

Number of octaves of noise to add together for the final result

noise_type

Int enum
  0 = “perlin classic” (default)
  1 = “perlin simplex”

Type of noise to use. Simplex grid activates Flow Noise Angle and Advection

persistence

Float bindable
default: 0.5

Multiplier on the noise amplitude per level

seed

Int
default: 0

The seed for the random number generator