Surface noise exists as a live, non-destructive preview on your model until it is made permanent by applying to the actual geometry. The settings here provide the tools to finalize this effect. You can use them to convert the procedural noise into permanent sculpted detail on your mesh or to generate a mask based on the noise's intensity values.
As you see below, the Surface settings UI appears somewhat differently depending on whether you have yet to apply any noise to your model (left) or the model already has noise (right).

Above, we’ve circled the two ways to access NoiseMaker, ZBrush’s extensive tool for crafting noise textures (detailed on this guide’s following page). When you’ve already applied noise to your model, you’ll note that the Surface settings area shows a thumbnail of your base mesh being modified along with three function icons.
Visibility (eye icon): Turns off/on any noise from your live preview.
Edit (pencil icon): Returns you to the NoiseMaker interface. You’ll be able to pick up where you left off with noise creation and fine-tuning.
Delete (trash can icon): Deletes the noise from your model and reverts your settings UI back to its original appearance (left image, above). Note that you can still tap the Undo icon or access your Undo History to recover your previous noise settings.
SNorm (Smooth Normals)
After pressing the Apply to Mesh button (see below), the SNorm slider acts as a quality control for the Apply To Mesh function. For most noises, the default setting is fine. However, if your applied noise looks different from its preview, increase the SNorm value to 100 to ensure the final sculpted detail is more accurate.
Suv (Smooth UV)
Smoothes the selected model’s UV coordinates after you press the Apply to Mesh button. This control is grayed out if your model has no UVs.
Tip: Enable Suv when using higher strength settings to support accuracy between the preview and result after clicking Apply to Mesh.
Apply to Mesh
Tap this button to apply all surface settings to the selected model. Note that Apply To Mesh can be reverted after being applied to the model. Surface settings are stored per subtool, allowing undo and re-edit settings for further application.
MaskByNoise
Generates a mask based on the active noise profile, including parameters and alpha, and applies it to the model.
Tip: The quality of a mask depends on the number of vertex points. If the mask quality appears low, clear the mask, increase the model’s resolution, and try again.
UnmaskByNoise
Creates a mask using both basic noise and alpha noise profiles. This subtracts from the model’s existing mask.