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Noise Texture

Table Of Contents


Introduction

This shader generates procedural noise, useful for adding surface detail, special effects and driving bump-maps.


Color

General

This tab allows you to control how the internally computed noise is turned into color for output.


Color 1

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


Color 2

This is 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.


Invert

This swaps Color 1 and Color 2 internally, essentially inverting the noise effect.


Color 1: Black

Color 2: White

Invert: Disabled

Black

White

Enabled

Red

Blue

Disabled


Remap

Min

This is the minimum allowed value of the internally computed noise.


Max

This is the maximum allowed value of the internally computed noise.


Bias

This value is a contrast control that allows you to bias the output towards Color 2 when the bias is over 0.5 and towards Color 1 when under 0.5.


Min: 0.25

Max: 1.0

Bias: 0.5

0.5

0.7




Min: 0.0

Max: 1.0

Bias: 0.5



0.1



0.9


Noise

This tab allows you to control how the noise is generated.


General

Noise Type

This lets you choose between different noise generators internally. The options are as follows:


Noise Type: Fractal Turbulence Cell


Fractal/Turbulence


The options below apply to 'Fractal' and 'Turbulence' Noise Types only.


Complexity

This option describes how many iterations or 'octaves' will be used to generate the noise, with higher iterations resulting in more complex, detailed noise and slightly slower shading.


Complexity: 1

Noise Type: Fractal

2

4




Complexity: 1

Noise Type: Turbulence

2

4


Amplitude Gain

This option describes how the noise strength diminishes with each iteration.


Amplitude Gain: 1

Noise Type: Fractal

2

4




Amplitude Gain: 1

Noise Type: Turbulence

2

4


Frequency Scale

This option describes how the noise frequency, or detail, increases with each iteration. Lower values result in softer looking noise.


Frequency Scale: 1

Noise Type: Fractal

2

4




Frequency Scale: 1

Noise Type: Turbulence

2

4


Distortion

Controls the amount of distortion applied to the coordinates that define the noise seeds, to create plasma-style effects.


Distortion is used in conjunction with Distortion Scale, Distortion Scale must be set to a value other than 0 in order for it to have any effect.


Distortion: 0

Distortion Scale: 2

Noise Type: Fractal

1

2




Distortion: 0

Distortion Scale: 2

Noise Type: Turbulence

1

2


Distortion Scale

Controls the amount of distortion plasma effect.


Distortion Scale: 0

Distortion: 2

Noise Type: Fractal

2

5




Distortion Scale: 0

Distortion: 2

Noise Type: Turbulence

2

5


Time


The options below apply to 'Fractal' and 'Turbulence' Noise Types only.


Source

Allows you to control how the noise is affected over time. The options are as follows:

Below are example images demonstrating the Redshift Noise animated over time:


Noise Type: Fractal

Turbulence


Consant Scale

This is a scale that is applied to the current frame time. Only applicable when Source is set to 'Constant'.


User Time

This is a user-defined time value. Only applicable when Source is set to 'User'.


Coordinates

This tab allows you to control the seeds for the noise, which is generated from the coordinates of the surface that is being shaded.


General

Overall Scale

This is an overall scale applied to the coordinates of the surface that is being shaded, with larger values resulting in 'smaller' noise and smaller values resulting in 'bigger' noise.


Overall Scale: 5

Noise Type: Fractal

20

50




Overall Scale: 5

Noise Type: Turbulence

20

50




Overall Scale: 5

Noise Type: Cell

20

50


Scale

This is a scale that is applied to the coordinates of the surface that are being shaded, for each x, y and z component, enabling you to bias the 'size' of the noise on each axis.


Scale X / Y / Z: 10 / 10 / 10

Noise Type: Fractal

1 / 10 / 10

10 / 1 / 10

10 / 10 / 1


Offset

This is an offset that is applied to the coordinates of the surface that are being shaded, for each x, y and z component, enabling you to offset the placement of the noise on each axis.