Inputs

General

Color 1

Controls the color that is output where the computed noise is not present.

Color 2

Controls the color that is output where the computed noise is present. Where noise is partially present, the output will be a blend between Color 1 and Color 2.

Seed[-2147483647..2147483646]

This creates a unique random noise pattern, changing this number makes it easy to use the same noise setup while achieving different results.

Type

Controls which noise generator is used from the following options:

Box Noise Blistered Turbulence Buya Cell Noise Cranal

Dents Displaced Turbulence FBM Hama Luka

Mod Noise Naki Noise Nutous Ober

Pezo Poxo Sema Stupl Turbulence

VL Noise Wavy Turbulence Cell Voronoi Displaced Voronoi Sparse Convolution

Voronoi 1
Voronoi 2
Voronoi 3
Zada Fire




Electric Gaseous Ridged Multi Fractal

Octaves[0.00..20.00]

Controls the number of layers the noise pattern generates, in general higher values increase the amount of detail in the noise pattern.

Lacunarity[-∞..+∞]

The number of octaves must be greater than 1 for this parameter to take effect.

Only compatible with Buya, FBM, Ober, Displaced Voronoi, Zada, and Ridged Multi Fractal noise types.

Controls the scale of the noise pattern for each succeeding octave, in general this affects the amount of detail added per octave. Values above 1 result in smaller noise scales per octave while values below 1 result in larger noise scales per octave. A lacunarity value of 1 results in a noise pattern scale that is the same scale as the first octave, values closer to 1 tend to result in less differentiation per octave.

Gain[-∞..+∞]

The number of octaves must be greater than 1 for this parameter to take effect.

Only compatible with Buya, FBM, Ober, Displaced Voronoi, Zada, and Ridged Multi Fractal noise types.

Controls the brightness of each octave.

Exponent[0.10..10.00]

The number of octaves must be greater than 1 for this parameter to take effect.

Only compatible with Displaced Voronoi and Voronoi 1, 2, and 3 noise types.

Controls the general shape and appearance of the voronoi cells.

Absolute

When enabled, the value of the noise becomes absolute which causes the noise to fold about its midpoint.

Animation

Box Noise Blistered Turbulence Buya Cell Noise Cranal

Dents Displaced Turbulence FBM Hama Luka

Mod Noise Naki Noise Nutous Ober

Pezo Poxo Sema Stupl Turbulence

VL Noise Wavy Turbulence Cell Voronoi Displaced Voronoi Sparse Convolution

Voronoi 1
Voronoi 2
Voronoi 3
Zada Fire




Electric Gaseous Ridged Multi Fractal

Speed[-∞..+∞]

Controls how fast the noise animates in cycles per second.

Loop Period[-∞..+∞]

Not compatible with Electric, Gaseous, and Wavy Turbulence noise types.

The Legacy parameter "Time Behavior" must be disabled in order for looping to work - be certain to disable it when adding looping noises to scenes created before Redshift version 3.5.15.

Controls how often an animated noise loops in seconds. For example, if 0.5 is entered the noise loops every 0.5 seconds which would be either every 15 frames in a 30 FPS project or every 30 frames in a 60 FPS project.

Time Source

Controls what source is used to determine the noise animation's time frame from the following options:

  • Global (default): Uses the project's frames per second setting as the time source for noise animation.

  • Custom: Uses the Custom Time parameter as the time source for noise animation.

Custom Time[-∞..+∞]

With Time Source Custom, a custom time value can be entered here.

Input

Source

Controls how the noise pattern is projected onto the surface from the following options:

  • UV / Vertex Attribute : Uses the UV coordinates to control the location of the noise. Discontinuity will be visible in the noise along seams in the UVs.
  • Object : Uses the object-space coordinates that are being shaded. This option undoes the world transform to lock the coordinates to the local object space, resulting in no texture projection swimming when the object moves or is instanced.
  • World : Uses the world-space coordinates that are being shaded. This option will result in texture projection 'swimming' if the object moves or is instanced.

Vertex Attribute Name

Defines which UV Set is used when the Source parameter is set to UV / Vertex Attribute .

Overall Scale[-∞..+∞]

Controls the overall scale of the noise in all axes.

Scale[XYZ ]

Scales the noise in the X, Y, or Z axis.

Offset[XYZ ]

Moves the noise in the X, Y, or Z axis.

2025

Rotation

Rotates the noise around the X, Y, or Z axis. With Source UV / Vertex Attribute the rotation is only possible around one axis.

Output

Cycles[-∞..+∞]

Controls the number of times the noise cycles.

Low Clip[0.00..1.00]

Controls the point at which values on the low end are clipped out to zero.

High Clip[0.00..1.00]

Controls the point at which values on the high end are clipped out to one.

Brightness[-1.00..1.00]

Controls the overall brightness value of the noise. Higher values increase the brightness while lower values decrease the brightness.

Contrast[-1.00..1.00]

Controls the overall contrast range of the noise. Higher values increase the contrast while lower values decrease the contrast.