Noise
Fractal, Perlin, Voronoi, cracks, clouds, grunge. They show a preview by default.
Generated from the node library. Socket types: number (grey circle), colour (yellow circle), vector (purple diamond). Any output can feed any input; when the types differ, pick a conversion on the input (right-click it). See how nodes connect.
Noise
Simple smooth value noise (2D, uses the X and Z of the coordinates).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 2 | 0.01..100 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | number |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Noise (input Coords) → Color ramp → Output > Base color.
Voronoi
Cell pattern: distance to the nearest random point.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 3 | 0.01..100 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | number |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Voronoi (input Coords) → Color ramp → Output > Base color.
Cell colour
A random colour per Voronoi cell.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 3 | 0.01..100 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Texture coordinate (World) → Mapping (scale 4) → Cell colour (input Coords) → Color ramp → Output > Base color.
Noise 3D
Smooth 3D noise that does not stretch on any surface.
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 2 | 0.01..100 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Noise 3D (input Coords) → Color ramp → Output > Base color.
Ridged noise
Noise with sharp ridges (mountains, veins).
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 2 | 0.01..100 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Ridged noise (input Coords) → Color ramp → Output > Base color.
Turbulence
Billowy noise with creases (smoke, fire).
Works in: material, object shader
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 2 | 0.01..100 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Turbulence (input Coords) → Color ramp → Output > Base color.
White noise
A random grey value per cell, no smoothing (TV static).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| cells | 64 | 1..1000 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → White noise (input Coords) → Color ramp → Output > Base color.
Sparkle
Rare bright dots (stars, glitter).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| cells | 80 | 4..1000 | - |
| density | 0.03 | 0..1 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Sparkle (input Coords) → Color ramp → Output > Base color.
Fractal noise
Layered noise with control over octaves, lacunarity and gain. Types: fBm, ridged, billow.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 3 | 0.01..100 | - |
| octaves | 5 | 1..8 | - |
| lacunarity | 2 | 1.2..4 | - |
| gain | 0.5 | 0.1..0.9 | - |
| type | 0 | 0..2 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | number |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Fractal noise (input Coords) → Color ramp → Output > Base color.
Perlin noise
Smooth gradient noise (0..1).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 4 | 0.01..100 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | number |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Perlin noise (input Coords) → Color ramp → Output > Base color.
Voronoi cells
3D cell noise. Outputs: distance, cell edges, random id per cell, second distance.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 4 | 0.01..100 | - |
| randomness | 1 | 0..1 | - |
| output | 0 | 0..3 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Voronoi cells (input Coords) → Color ramp → Output > Base color.
Cracks
Thin cracks along cell borders (dry ground, ice, shattered stone).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 3 | 0.01..100 | - |
| width | 0.08 | 0.005..0.5 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | number |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Cracks (input Coords) → Color ramp → Output > Base color.
Warped noise
Noise bent by other noise - swirly, organic shapes.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 3 | 0.01..100 | - |
| warp | 1.5 | 0..8 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Warped noise (input Coords) → Color ramp → Output > Base color.
Clouds
Soft cloud-like blobs. Coverage sets how much is filled.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 2 | 0.01..100 | - |
| coverage | 0.45 | 0..1 | - |
| softness | 0.3 | 0.01..1 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | number |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Clouds (input Coords) → Color ramp → Output > Base color.
Grunge
Dirt and wear mask. Multiply with a base colour or use for roughness.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | world position |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 3 | 0.01..100 | - |
| contrast | 1.8 | 0.1..8 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Inverted | number |
| Sharp | number |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Grunge (input Coords) → Color ramp → Output > Base color.
Scratches
Thin stretched scratches at an angle.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Coords | vector | the object's UV |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| density | 40 | 2..400 | - |
| angle | 0.4 | -3.15..3.15 | - |
Output: number
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Scratches (input Coords) → Color ramp → Output > Base color.
Noise texture
Fractal noise with scale, detail, roughness and distortion inputs; outputs a factor and a colour.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | world position |
| Scale | number | 4.0 |
| Detail | number | 5.0 |
| Roughness | number | 0.5 |
| Distortion | number | 0.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| type | 0 | 0..2 | 0 fBm, 1 Ridged, 2 Billow |
| lacunarity | 2 | 1.2..4 | - |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Colour | colour |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Noise texture (input Vector) → Color ramp → Output > Base color.
Voronoi texture
Cells: distance, edges, a value and a colour per cell.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Vector | vector | world position |
| Scale | number | 5.0 |
| Randomness | number | 1.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| feature | 0 | 0..3 | 0 Distance (F1), 1 Second (F2), 2 Edge (F2-F1), 3 Cell value |
Outputs
| Output | Type |
|---|---|
| Factor | number |
| Distance | number |
| Edge | number |
| Cell value | number |
| Cell colour | colour |
Use it as a mask: into Factor of Mix colour, Position of a Color ramp, Roughness / Metallic / Alpha / Height of the output, or A/B of Math.
Example: Texture coordinate (World) → Mapping (scale 4) → Voronoi texture (input Vector) → Color ramp → Output > Base color.