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Noise

noise_generate

Generates scale-sized white block noise, smooth noise, Perlin noise, or cellular noise as an image, with optional seamless tiling

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The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
色A
color_a
Color
低い側のノイズ色を外から差し替えます
色B
color_b
Color
高い側のノイズ色を外から差し替えます

Output Ports

NameTypeDescription
画像
output
Image
生成したノイズ画像です

Parameters

NameTypeDefaultRangeDescription / Options
方式
mode
Enum
Smooth

どのノイズ方式を使うか選びます

  • 白色ノイズWhite
    スケール単位のランダムなブロックを、近傍セル間で補間せずに出します
  • 滑らかノイズSmooth
    補間した値ノイズで、雲のような滑らかなムラを作ります
  • パーリンノイズPerlin
    自然で流れのあるムラを作る勾配ノイズです。地形、雲、水面に向きます
  • セルラーノイズCellular
    セル状のノイズ(ワーリー)です。石畳、うろこ、水底の光模様に向きます
width
Int
641–1024

出来上がる画像の幅です

高さ
height
Int
641–1024

出来上がる画像の高さです

色A
color_a
Color
[0,0,0,1]

ノイズの低い側で使う色です

色B
color_b
Color
[1,1,1,1]

ノイズの高い側で使う色です

シード
seed
Int
10–99999

ノイズ生成に使うランダムシードです

スケール
scale
Float
161–256 / step 1

模様のおおよその大きさをピクセルで指定します。Whiteではブロックサイズ、Cellularでは概ねセル直径になります

オクターブ
octaves
Int
31–8

滑らかノイズで重ねる細かさの段数です

減衰
persistence
Float
0.50.1–0.95 / step 0.01

各オクターブの強さをどれだけ減衰させるかです

セルの見た目
cell_style
Enum
Cells

セルラーノイズの描き方です

  • セルCells
    各セルの中心が色A、外側ほど色Bになります。泡やうろこ向きです
  • 境界線Edges
    セルの境目が色Aの細い線になります。石畳の目地向きです
ばらつき
jitter
Float
10–1 / step 0.01

0で規則正しい格子、1でセルの中心位置が完全にランダムになります

シームレス
seamless
Bool
false

並べてもつなぎ目が出ないノイズにします。タイル素材向けです

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 mode first: blocky random variation → White; clouds or mottling → Smooth/Perlin; paving stones or scales → Cellular. When unsure, use Perlin.
  • scale is 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 seed produces a new variant. Turning it into a variable makes batching easy.
  • Go-to downstream uses: map input of slope_blur; coloring with gradient_map; warp source for displace or directional_warp; mask creation with threshold.

Common pitfalls

  • The pattern is so fine it looks like static: scale is too small. Raise it to at least about one-eighth of the canvas size.
  • A seam appears when tiled: seamless is OFF. When turned ON, note that scale rounds to a nearby value.
  • Cellular does not look like paving stones: set cell_style to Edges for boundary lines. Lowering jitter makes the stone arrangement more regular.

Modes

  • White (white noise)
    • Outputs random blocks about scale pixels wide, not independent noise per pixel.
    • Increasing scale makes the blocks larger.
  • Smooth (smooth noise)
    • Uses interpolated value noise for smooth, cloud-like variation.
    • Layer detail with octaves and persistence.
  • Perlin (Perlin noise)
    • Gradient noise that creates natural variation with flow.
    • It has more direction than Smooth and 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 jitter approaches 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, scale rounds to a nearby value so a whole number of pattern repetitions fits within the image.
  • Connect Tile Preview to inspect the tiled appearance.

Notes

  • color_a and color_b are the colors interpolated from noise values 0–1.
  • White produces scale-sized random blocks rather than per-pixel white noise; Smooth / Perlin suit clouds and mottling; Cellular suits paving stones and scales.
  • scale controls pattern size. Smaller values produce finer patterns.

Examples

  1. Build a base for clouds or grime with Smooth / Perlin.
  2. Build a paving-stone tile base with Cellular (edges) + seamless, then inspect it in Tile Preview.
  3. Pass colored noise through Palette Quantize or Dither to make a pixel-art asset.

Related nodes

  • gradient_map — the go-to next step for coloring grayscale noise
  • slope_blur — use this node as a height map and smear a pattern
  • threshold — convert noise to a black-and-white mask
  • motion — when you need numeric noise for animation rather than an image
Back to Node List
Noise — PixPipeline Node Reference