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Noise

14 views 0

Written by Carlos
August 8, 2026

Overview: A 2D noise node generates procedural, repeating volumetric patterns across 2 spatial dimensions (X, Y). Unlike 3D textures, 2D noise maps dependently of UV unwrapping, showing visible seams, stretching, or tiling repetitions on complex 3D meshes.


Cell2D

Description: Cell 2D noise nodes (often called cellular, Voronoi, or Worley noise) procedurally divide 2D space into distinct organic, geometric, or cellular regions based on the distance to randomly distributed feature points.

Inputs and Settings:

  • UV Coord: Input UV coordinates.
  • Frequency: Unified range.
  • Sharpness: General hardness
  • Scale: 
  • DeformX:
  • DeformY:
  • OffsetX:
  • OffsetY:
  • Jitter: Cell deformation
  • CellProfile:

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

CellNoise

Description: procedural texture generator in computer graphics that divides space into distinct regional compartments, or cells, based on the distance to randomly scattered feature points.

Inputs and Settings:

  • UV Coord: Input UV coordinates.
  • Frequency: Unified range.
  • Sharpness: General hardness
  • Scale: 
  • Jitter: Cell deformation
  • Distort Intensity:
  • Distort Scale:
  • CellProfile:
  • Bright:
  • Contrast:

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

Clouds

Description: procedural generation tools for 2D clouds

Inputs and Settings:

  • UV Coord: Input UV coordinates.
  • Frequency: Unified range.
  • Sharpness: General hardness
  • Scale: 
  • Jitter: Cell deformation
  • Distort Intensity:
  • Distort Scale:
  • CellProfile:
  • Bright:
  • Contrast:

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

FBM

Description: (Fractal Brownian Motion) noise node combines multiple layers (octaves) of basic procedural noise- such as Perlin or Simplex noise- at increasing frequencies and decreasing amplitudes to generate realistic, organic textures like clouds, terrain, and fire.

Inputs and Settings:

  • UV Coord: Input UV coordinates.
  • Frequency: Unified range.
  • Sharpness: General hardness
  • Scale: 
  • Jitter: Cell deformation
  • Distort Intensity:
  • Distort Scale:
  • CellProfile:
  • Bright:
  • Contrast:
  • Lacunarity:
  • Rugosity:

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

FlowNoise

Description: generate Perlin-style procedural patterns with an added flow parameter that rotates noise vectors.

Inputs and Settings:

  • UV Coord: Input UV coordinates.
  • Luminance:
  • Midtones:
  • Shadows:
  • Scale: 
  • Size X:
  • Size Y:
  • Distort Intensity:
  • Distort Scale:
  • Contrast:
  • Flow:

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

FourierNoise

Description: generate deterministic or random frequency spectra using Fourier series expansions.

Inputs and Settings:

  • UV Coord: Input UV coordinates.
  • Luminance:
  • Midtones:
  • Shadows:
  • Scale: 
  • Size X:
  • Size Y:
  • Distort Intensity:
  • Distort Scale:
  • Contrast:

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

Lava

Description: procedural magma shaders by combining procedural generators (like Perlin or Voronoi noise) with color ramps, math multipliers, and emission parameters to simulate glowing cracks, cooled rock boundaries, and fluid displacement.

Inputs and Settings:

  • UV Coord: Input UV coordinates.
  • Frequency: Unified range.
  • Sharpness: General hardness
  • Scale: 
  • Distort Intensity:
  • Distort Scale:
  • Bright:
  • Contrast:
  • Line Color:
  • BG Color:

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

NoiseWave2D

Description: ports math-based wave and noise algorithms from ShaderToy to generate animated or static 2D wave patterns.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

PaperDirt

Description: procedural paper and dirt textures involves combining basic noise generators with color and bump controls.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

PatinaGrunge

Description: combining basic procedural noise generators (like Perlin or Voronoi/Cells) with math and color nodes to simulate dirt, wear, oxidation, and aging.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

Perlin2D

Description: procedural generation tools used in software like Blender, Unity, and Substance Designer to create smooth, organic random patterns.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

PerlinNoise

Description: continuous gradient values rather than harsh static, making them ideal for simulating natural phenomena like terrain, clouds, and fluid movement.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

Plasma

Description: generate organic, cloud-like, or fractal patterns used for motion graphics, procedural backgrounds, and texture displacement.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

SimplexLab

Description: generate smooth, multi-dimensional pseudo-random gradients mimicking natural patterns.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

SimplexNoise

Description: procedural generation building blocks.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

SimplexPerlin2D

Description: procedural generation that outputs variations mimicking natural patterns like clouds, terrain, or marble.


SimplexWorms

Description: generate smooth, multi-dimensional pseudorandom values without the noticeable directional grid artifacts of classic Perlin noise. When paired with “worms” techniques (such as Perlin/Simplex worms or cave-carvers), they carve interconnected, organic tunnel systems or side-scrolling destructible terrain.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

Value2D

Description: generates a pseudo-random, smoothly interpolated pattern of scalar values across a 2D coordinate space.


Voronoi2D

Description: generates procedural cell-like patterns by calculating pixel distances from a jittered grid of random points.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

Voronoise

Description: procedural generation that creates cell-like, organic patterns by calculating the distance between pixels and a grid of random points.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

WhiteNoise

Description: a procedural generation to output completely random values or colors based on an input coordinate or seed.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

Worms

Description: procedural cave/river generation.

Outputs:

  • Color: RGB color output (Color (RGBA))
  • Normal: Normal vector in tangent space (Non Color (RGBA))
  • NonColor: Procedural pattern in grayscale (Non Color)
  • Opacity: Opacity mask for transparency (Number (Float))

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