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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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale20.01..100-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale30.01..100-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale30.01..100-

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale20.01..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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale20.01..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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale20.01..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

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
cells641..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

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
cells804..1000-
density0.030..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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale30.01..100-
octaves51..8-
lacunarity21.2..4-
gain0.50.1..0.9-
type00..2-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale40.01..100-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale40.01..100-
randomness10..1-
output00..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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale30.01..100-
width0.080.005..0.5-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale30.01..100-
warp1.50..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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale20.01..100-
coverage0.450..1-
softness0.30.01..1-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

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

InputTypeWhen not connected
Coordsvectorworld position

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale30.01..100-
contrast1.80.1..8-

Outputs

OutputType
Factornumber
Invertednumber
Sharpnumber

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

InputTypeWhen not connected
Coordsvectorthe object's UV

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
density402..400-
angle0.4-3.15..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

InputTypeWhen not connected
Vectorvectorworld position
Scalenumber4.0
Detailnumber5.0
Roughnessnumber0.5
Distortionnumber0.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
type00..20 fBm, 1 Ridged, 2 Billow
lacunarity21.2..4-

Outputs

OutputType
Factornumber
Colourcolour

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

InputTypeWhen not connected
Vectorvectorworld position
Scalenumber5.0
Randomnessnumber1.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
feature00..30 Distance (F1), 1 Second (F2), 2 Edge (F2-F1), 3 Cell value

Outputs

OutputType
Factornumber
Distancenumber
Edgenumber
Cell valuenumber
Cell colourcolour

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.

Kvas Engine