Overview
The heart of procedural pattern generation. Almost every natural variation—stone, grass, clouds, water—starts here. In addition to coloring and using it directly, it is especially important to connect it as input to other nodes, such as a height map, mask, or warp source.
Usage tips
- Choose
modefirst: blocky random variation →White; clouds or mottling →Smooth/Perlin; paving stones or scales →Cellular. When unsure, usePerlin. scaleis the pattern size in pixels. Start around one-quarter to one-eighth of the canvas. For a 64px canvas, 8–16 is easy to work with.- For batch production, changing only
seedproduces a new variant. Turning it into a variable makes batching easy. - Go-to downstream uses: map input of
slope_blur; coloring withgradient_map; warp source fordisplaceordirectional_warp; mask creation withthreshold.
Common pitfalls
- The pattern is so fine it looks like static:
scaleis too small. Raise it to at least about one-eighth of the canvas size. - A seam appears when tiled:
seamlessis OFF. When turned ON, note thatscalerounds to a nearby value. - Cellular does not look like paving stones: set
cell_styletoEdgesfor boundary lines. Loweringjittermakes the stone arrangement more regular.
Modes
White(white noise)- Outputs random blocks about
scalepixels wide, not independent noise per pixel. - Increasing
scalemakes the blocks larger.
- Outputs random blocks about
Smooth(smooth noise)- Uses interpolated value noise for smooth, cloud-like variation.
- Layer detail with
octavesandpersistence.
Perlin(Perlin noise)- Gradient noise that creates natural variation with flow.
- It has more direction than
Smoothand suits terrain, clouds, and water.
Cellular(cellular noise)- Cell-shaped Worley noise.
Cells: Color A at each cell center, moving toward Color B at the edge; suited to bubbles and scales.Edges: thin Color A lines at cell boundaries; suited to mortar in paving stones.- Lower
jitterapproaches a regular grid pattern.
Seamless output
Turn seamless ON to tile the generated image in every direction without seams. Use
this as a base for tile textures such as stone, grass, or water.
- When ON,
scalerounds to a nearby value so a whole number of pattern repetitions fits within the image. - Connect
Tile Previewto inspect the tiled appearance.
Notes
color_aandcolor_bare the colors interpolated from noise values 0–1.Whiteproducesscale-sized random blocks rather than per-pixel white noise;Smooth/Perlinsuit clouds and mottling;Cellularsuits paving stones and scales.scalecontrols pattern size. Smaller values produce finer patterns.
Examples
- Build a base for clouds or grime with
Smooth/Perlin. - Build a paving-stone tile base with
Cellular(edges) +seamless, then inspect it inTile Preview. - Pass colored noise through
Palette QuantizeorDitherto make a pixel-art asset.
Related nodes
gradient_map— the go-to next step for coloring grayscale noiseslope_blur— use this node as a height map and smear a patternthreshold— convert noise to a black-and-white maskmotion— when you need numeric noise for animation rather than an image