Noise

Noise Generator icon

The Noise Image Generator creates procedural textures: clouds, cells, marble-like patterns and grain. Nine noise algorithms are available, with controls to add detail, distort the result, adjust its contrast and make it evolve over time, including in seamless loops.

Use it for:


Quick Navigation



Creating and Connecting a Noise

Like any Image Generator, the Noise can be connected to any image parameter, for example:

The quickest way to create a layer with a Noise as its source is described in Adding Layers:

To use it with any other image parameter, such as a Mask, click the parameter's slot and choose Noise from the list of Generators on the right.

A new Noise covers the whole canvas, since its Output Format is Unbounded. Choose another Output Format to restrict it to a rectangle.

Note:

By default, the noise is drawn only in the alpha channel: the red, green and blue channels contain the solid Color, made partly transparent by the noise. See Output Alpha to get the noise in the color channels instead.

Noise Types

The Noise Type menu selects the algorithm:

Nine tiles showing the Perlin, Simplex, three Cellular, Voronoise, two Cyclic and Blue Noise types.
Figure 1The nine Noise Types, with one octave and Contrast 0.3.
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Note:

Some parameters only apply to some types, and are grayed out in the Properties panel for the others. For example, Jitter only applies to the Cellular types, Voronoise U and V to Voronoise, RGB Noise to Perlin, and Seed to Perlin and Blue Noise. See Type-Specific Parameters.

Type-Specific Parameters

Voronoise

Four Voronoise tiles: irregular cells with U -1, square cells with U 0, irregular cells with U 1, and slightly blurred cells with V 0.15.
Figure 2Voronoise U -1, 0 and 1, then V 0.15, with one Octave.
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Cyclic 1 and Cyclic 2

The Cyclic types sum several layers of sine waves while distorting their coordinates at each octave (domain warping), which gives flowing, folded patterns:

Blue Noise

Only Seed changes the Blue Noise. Animate it to get a grain that changes at every frame, as with film grain.

Size, Color and Pattern

Seed

Seed gives a different random pattern with the same settings: change it when you need several noises that look alike but are not identical.

Seed is a 4D parameter, with one seed per channel: red, green, blue and alpha. By default it is in Single mode, so one value is used for all four channels and the noise is gray. Switch it to Unified or Separated mode with the menu on the right of the parameter, as described in Managing Dimensions, to set a different seed for each channel. Each channel then gets its own random pattern, which gives a colored noise, and the alpha channel can get its own pattern too.

The same Perlin noise with Seed 0, with Seed 5, and with a different seed for the red, green and blue channels, which gives a colored noise.
Figure 3Seed 0 and Seed 5 in Single mode, and one seed per channel in Separated mode (Output Alpha set to Opaque).
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Transform

The Transform group defines the transformation of the whole noise: Offset, Scale, Rotation and Skew move, scale, rotate and skew the noise pattern inside the generated image, while the image itself stays in place.

The strength of the parallax depends on the settings of the Octaves group, which define how each octave differs from the previous one. In the video below, the four rows use the same Offset animation:

Offset animated from 0 to 800 in four seconds. Perspective Offset off, then on with Octave Scale 0.56 (default), 0.8 and 0.35.
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Detail: Octaves and Fractal Mode

A noise with a single octave is smooth and blurry. Each additional octave adds a smaller, fainter copy of the noise on top, which adds fine detail. The number of octaves is set by Octaves, and the way each one is built by the Octaves group.

The Fractal Mode menu decides how the octaves are combined:

Top row: Perlin noise with 1, 3 and 6 octaves, gaining detail. Bottom row: the FBM, Turbulent and Ridged fractal modes.
Figure 4Top: 1, 3 and 6 Octaves. Bottom: the three Fractal Modes with 6 Octaves.
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The Octaves Group

The parameters of the Octaves group define each octave from the previous one:

The same six-octave Perlin noise with Attenuation 0, 0.4, 0.7 and 1, from grainy to soft.
Figure 5Attenuation 0, 0.4, 0.7 (default) and 1, with 6 Octaves.
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Center Transform

By default, each octave is scaled and rotated around its own center, so the octaves do not line up anywhere in the image. When Center Transform is on, all the octaves are transformed around the same center: the center of the noise.

At this point, the details of all the octaves meet, which creates a visible "pinch point". When Octave Rotation increases, each octave is rotated a bit more than the previous one around this shared center, and the pinch point turns into a spiral. Use it for vortex or whirlpool effects, and keep it off when the noise must look the same everywhere.

The same noise, with 4 Octaves, with Center Transform off (left) and on (right). Octave Rotation is animated from 0 to 150 over three seconds.
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Note:

The shared center is the center of the noise, at the origin of the composition, plus the Offset of the Transform group. To place the pinch point elsewhere in the frame, keep the Format centered and move the layer with its own Transform, as in the example above.

Deform

The Deform group distorts the noise with itself:

The same Perlin noise without deformation, with domain warping, and with Curl.
Figure 6No deformation, Warp steps 1 and Warp amount 0.15, and Curl.
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Grade

The Grade group adjusts the values of the noise:

Tip:

Each Noise Type and Fractal Mode gives a different range of values. When you change them, adjust Contrast and Level again.

Output Alpha

Tip:

To see what each channel contains, use the channel menu at the top left of the Viewer and choose one of the Straight modes. With Output Alpha set to Noise, the straight red, green and blue channels show a solid color, and the noise only appears in the alpha channel.

Evolution

Animating Evolution makes the noise change in place, without moving, like boiling clouds or smoke. Its value is in degrees.

To create a seamless loop:

  1. Enable Loop Evolution.
  2. Animate Evolution linearly from 0 to 360 over the length of the loop. The noise then returns exactly to its first image.

With Loops set to 2, the noise loops twice in 360 degrees, so every 180 degrees. Cycle Evolution Speed sets how much the noise changes during one loop.

Perlin, Fractal Mode Turbulent, 5 Octaves, green Color. Loop Evolution on, Evolution animated from 0 to 360 over three seconds.
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Note:

The way you define the Color of the noise depends on the composition. When its Color Management is turned off, there is only one way to define a color. When it is set to OpenColorIO, every color parameter gets an extra Colorspace option, which tells in which colorspace the color is expressed. See Colorspace.


Controls

Parameter / Script Name Type Default Function
Enabled / enabled Boolean On Turns the Generator on or off. When off, the Generator produces an empty image.
Output Format / output_format_mode Choice Unbounded Defines the area filled by the noise.
- Unbounded: The noise covers the whole, infinite canvas.
- Format Preset: The noise fills the selected preset, centered.
- Composition Format: The noise fills the composition.
- Custom Format: The noise fills the Format rectangle.
Format / format_preset Choice HD (1920x1080) The format used when Output Format is set to Format Preset.
- PC VIDEO (640x480)
- NTSC (720x486:0.91)
- PAL (720x576:1.09)
- NTSC 16:9 (720x486:1.21)
- PAL 16:9 (720x576:1.46)
- QHD (960x540)
- LHD (1280x720)
- HD (1920x1080)
- VHD (1080x1920)
- UHD 4K (3840x2160)
- VUHD 4K (2160x3840)
- UHD 8K (7680x4320)
- Super35 1K FULL AP (1024x778)
- Cinemascope 1K (914x778:2.00)
- Super35 2K FULL AP (2048x1556)
- Cinemascope 2K (1828x1556:2.00)
- DCP 2K (2048x1080)
- Super35 4K FULL AP (4096x3112)
- DCP 4K (4096x2160)
- Square 256 (256x256)
- Square 512 (512x512)
- Square 1K (1024x1024)
- Square 2K (2048x2048)
Format / formatRect Float 4D -500, -500, 500, 500 The rectangle used when Output Format is set to Custom Format, as left, bottom, right and top edges in pixels from the center of the composition.
Pixel Aspect / par Float 1 The pixel aspect ratio of the generated image.
Color / color_a Color 1, 1, 1, 1 Color of the noise. The noise values are multiplied by this color.
Colorspace / input_colorspace Choice Project Display Space Only available when the composition's Color Management is set to OpenColorIO. The colorspace in which the Color is expressed.
- Project Working Space: The color is assumed to be expressed in the project working space
- Project Display Space: The color is assumed to be expressed in the project display space
Noise Type / noise_type Choice Perlin The noise algorithm. See Noise Types.
- Perlin
- Simplex
- Cellular (F1)
- Cellular (F2)
- Cellular (F2-F1)
- Voronoise
- Cyclic 1
- Cyclic 2
- Blue Noise
Output Alpha / output_alpha_mode Choice Noise How the alpha channel is generated. See Output Alpha.
- Noise: The noise is drawn in the alpha channel only; the color channels contain the solid Color.
- Opaque: The alpha is fully opaque.
RGB Noise / force_color Boolean Off Generates an independent noise in each color channel. Not available for every Noise Type.
Fractal Mode / fractal_mode Choice FBM How the octaves are combined. See Detail: Octaves and Fractal Mode.
- FBM
- Turbulent
- Ridged
Ridge Offset / fbm_ridge_offset Float 0.7 Shapes the ridges. Only used when Fractal Mode is Ridged.
Seed / seed Float 4D 0, 0, 0, 0 Changes the random pattern; the only parameter that affects Blue Noise. See Seed. One seed per channel (red, green, blue, alpha), in Single mode by default. Not available for every Noise Type.
Frequency / frequency Float 10 Size of the features: higher values give more, smaller features.
Offset / offset Float 2D 0, 0 Moves the noise pattern.
Perspective Offset / perspective_transform Boolean Off When checked, the offset is decreased for each octave to create a perspective effect: animating the Offset then gives a parallax effect. See Transform.
Scale / scale Float 2D 1, 1 Scales the noise pattern.
Rotation / rotate Float 0 Rotates the noise pattern, in degrees.
Skew / skew Float 2D 0, 0 Skews the noise pattern.
Transform Amount / transform_amount Float 1 Weight of the Transform group: 1 applies it fully, 0.5 half of it, 0 not at all. See Transform.
Evolution / slice Float 0 Evolves the noise over time, in degrees. Animate it to make the noise move in place. See Evolution.
Loop Evolution / cycle_slice Boolean Off When on, the evolution loops: the noise returns to the same image every 360 / Loops degrees.
Loops / cycle_slice_revolutions Float 1 Number of loops in 360 degrees of Evolution. Only used when Loop Evolution is on.
Cycle Evolution Speed / cycle_slice_radius Float 100 How much the noise changes during one loop. Only used when Loop Evolution is on.
Octave Evolution Offset / slice_octave_offset Float 1 Offset on the evolution between each octave: when Evolution is animated, the octaves evolve at different speeds. See The Octaves Group.
Octaves / octaves Float 6 Number of layers of detail added to the noise. See Detail: Octaves and Fractal Mode.
Octave Offset / octave_translation Float 2D 0, 0 Offset applied from one octave to the next.
Octave Scale / octave_scale Float 2D 0.56, 0.56 Scale applied from one octave to the next.
Octave Rotation / octave_rotation Float 25 Rotation applied from one octave to the next, in degrees.
Center Transform / center_octave_transform Boolean Off When on, all the octaves are transformed around the same center, which creates a pinch point, and a spiral with Octave Rotation. See Center Transform.
Attenuation / attenuation Float 0.7 How much each octave is attenuated compared to the previous one: high values give a soft noise, low values a grainy one. See The Octaves Group.
Voronoise U / voronoise_u Float 0 Only used by the Voronoise type. Shape of the cells, from -1 to 1; 0 gives squares. See Type-Specific Parameters.
Voronoise V / voronoise_v Float 0 Only used by the Voronoise type. Blurs the cells.
Jitter / jitter Float 1 Only used by the Cellular types. Randomness of the cell positions.
Cyclic Initial Amplitude / cyclic_amplitude_init Float 0.52 Only used by the Cyclic types. Strength of the first octave.
Cyclic Initial Fuzzing / cyclic_warp_init Float 0.5 Only used by the Cyclic types. Strength of the distortion of the coordinates.
Cyclic Fuzzying Step / cyclic_warp_step Float 1.2 Only used by the Cyclic types. Frequency of the distortion, increased at each octave.
Warp steps / warp_steps Float 0 Number of fractal domain warping steps. See Deform.
Warp amount / warp_amount Float 0 Amount of fractal domain warping.
Curl / curl Boolean Off Distorts the noise with a curl effect, which gives swirling, smoke-like shapes. See Deform.
Curl Step / curl_step Float 100 Distance between the samples used to compute the Curl distortion: small values give fine swirls, large values follow the large shapes.
Curl Amount / curl_amount Float 1 Strength of the Curl distortion.
Contrast / contrast Float 0.11 Contrast of the noise. See Grade.
Level / level Float 1 Brightness of the noise.
Gamma / gamma Float 1.2 Gamma correction of the noise.
Invert / invert Boolean Off Inverts the noise.
Clamp / clamp Boolean On Keeps the noise values between 0 and 1. When off, high Contrast values give values above 1.