{"id":15023,"date":"2026-08-08T03:07:43","date_gmt":"2026-08-08T03:07:43","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=15023"},"modified":"2026-08-08T03:59:47","modified_gmt":"2026-08-08T03:59:47","slug":"noise","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/noise\/","title":{"rendered":"Noise"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Overview:<\/strong>\u00a0A 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.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Cell2D<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0Cell 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.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Inputs and Settings:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>UV Coord:<\/strong> Input UV coordinates.<\/li>\n\n\n\n<li><strong>Frequency:<\/strong>\u00a0Unified range.<\/li>\n\n\n\n<li><strong>Sharpness:<\/strong>\u00a0General hardness<\/li>\n\n\n\n<li><strong>Scale<\/strong>:\u00a0<\/li>\n\n\n\n<li><strong>DeformX:<\/strong> <\/li>\n\n\n\n<li><strong>DeformY<\/strong>: <\/li>\n\n\n\n<li><strong>OffsetX: <\/strong><\/li>\n\n\n\n<li><strong>OffsetY:<\/strong> <\/li>\n\n\n\n<li><strong>Jitter:<\/strong> Cell deformation<\/li>\n\n\n\n<li><strong>CellProfile:<\/strong> <\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output\u00a0(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>\u00a0Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>\u00a0Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:\u00a0Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">CellNoise<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural texture generator in computer graphics that divides space into distinct regional compartments, or cells, based on the distance to randomly scattered feature points.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Inputs and Settings:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>UV Coord:<\/strong> Input UV coordinates.<\/li>\n\n\n\n<li><strong>Frequency:<\/strong>&nbsp;Unified range.<\/li>\n\n\n\n<li><strong>Sharpness:<\/strong>&nbsp;General hardness<\/li>\n\n\n\n<li><strong>Scale<\/strong>:&nbsp;<\/li>\n\n\n\n<li><strong>Jitter:<\/strong> Cell deformation<\/li>\n\n\n\n<li><strong>Distort Intensity:<\/strong> <\/li>\n\n\n\n<li><strong>Distort Scale:<\/strong> <\/li>\n\n\n\n<li><strong>CellProfile:<\/strong> <\/li>\n\n\n\n<li><strong>Bright:<\/strong> <\/li>\n\n\n\n<li><strong>Contrast:<\/strong> <\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Clouds<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural generation tools for 2D clouds<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Inputs and Settings:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>UV Coord:<\/strong> Input UV coordinates.<\/li>\n\n\n\n<li><strong>Frequency:<\/strong>&nbsp;Unified range.<\/li>\n\n\n\n<li><strong>Sharpness:<\/strong>&nbsp;General hardness<\/li>\n\n\n\n<li><strong>Scale<\/strong>:&nbsp;<\/li>\n\n\n\n<li><strong>Jitter:<\/strong> Cell deformation<\/li>\n\n\n\n<li><strong>Distort Intensity:<\/strong> <\/li>\n\n\n\n<li><strong>Distort Scale:<\/strong> <\/li>\n\n\n\n<li><strong>CellProfile:<\/strong> <\/li>\n\n\n\n<li><strong>Bright:<\/strong> <\/li>\n\n\n\n<li><strong>Contrast:<\/strong> <\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">FBM<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0(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.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Inputs and Settings:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>UV Coord:<\/strong> Input UV coordinates.<\/li>\n\n\n\n<li><strong>Frequency:<\/strong>&nbsp;Unified range.<\/li>\n\n\n\n<li><strong>Sharpness:<\/strong>&nbsp;General hardness<\/li>\n\n\n\n<li><strong>Scale<\/strong>:&nbsp;<\/li>\n\n\n\n<li><strong>Jitter:<\/strong> Cell deformation<\/li>\n\n\n\n<li><strong>Distort Intensity:<\/strong> <\/li>\n\n\n\n<li><strong>Distort Scale:<\/strong> <\/li>\n\n\n\n<li><strong>CellProfile:<\/strong> <\/li>\n\n\n\n<li><strong>Bright:<\/strong> <\/li>\n\n\n\n<li><strong>Contrast:<\/strong> <\/li>\n\n\n\n<li><strong>Lacunarity:<\/strong> <\/li>\n\n\n\n<li><strong>Rugosity:<\/strong> <\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">FlowNoise<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0generate Perlin-style procedural patterns with an added flow parameter that rotates noise vectors.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Inputs and Settings:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>UV Coord:<\/strong> Input UV coordinates.<\/li>\n\n\n\n<li><strong>Luminance:<\/strong> <\/li>\n\n\n\n<li><strong>Midtones:<\/strong> <\/li>\n\n\n\n<li><strong>Shadows:<\/strong> <\/li>\n\n\n\n<li><strong>Scale<\/strong>:\u00a0<\/li>\n\n\n\n<li><strong>Size X<\/strong>:<\/li>\n\n\n\n<li><strong>Size Y:<\/strong> <\/li>\n\n\n\n<li><strong>Distort Intensity:<\/strong> <\/li>\n\n\n\n<li><strong>Distort Scale:<\/strong> <\/li>\n\n\n\n<li><strong>Contrast:<\/strong> <\/li>\n\n\n\n<li><strong>Flow:<\/strong><\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">FourierNoise<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0generate deterministic or random frequency spectra using Fourier series expansions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Inputs and Settings:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>UV Coord:<\/strong> Input UV coordinates.<\/li>\n\n\n\n<li><strong>Luminance:<\/strong> <\/li>\n\n\n\n<li><strong>Midtones:<\/strong> <\/li>\n\n\n\n<li><strong>Shadows:<\/strong> <\/li>\n\n\n\n<li><strong>Scale<\/strong>:&nbsp;<\/li>\n\n\n\n<li><strong>Size X<\/strong>:<\/li>\n\n\n\n<li><strong>Size Y:<\/strong> <\/li>\n\n\n\n<li><strong>Distort Intensity:<\/strong> <\/li>\n\n\n\n<li><strong>Distort Scale:<\/strong> <\/li>\n\n\n\n<li><strong>Contrast:<\/strong> <\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Lava<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural 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.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Inputs and Settings:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>UV Coord:<\/strong> Input UV coordinates.<\/li>\n\n\n\n<li><strong>Frequency:<\/strong>&nbsp;Unified range.<\/li>\n\n\n\n<li><strong>Sharpness:<\/strong>&nbsp;General hardness<\/li>\n\n\n\n<li><strong>Scale<\/strong>:&nbsp;<\/li>\n\n\n\n<li><strong>Distort Intensity:<\/strong><\/li>\n\n\n\n<li><strong><strong>Distort Scale<\/strong><\/strong>:<\/li>\n\n\n\n<li><strong>Bright:<\/strong><\/li>\n\n\n\n<li><strong>Contrast:<\/strong><\/li>\n\n\n\n<li><strong>Line Color:<\/strong> <\/li>\n\n\n\n<li><strong>BG Color:<\/strong> <\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">NoiseWave2D<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0ports math-based wave and noise algorithms from ShaderToy to generate animated or static 2D wave patterns.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">PaperDirt<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural paper and dirt textures involves combining basic noise generators with color and bump controls.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">PatinaGrunge<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0combining basic procedural noise generators (like Perlin or Voronoi\/Cells) with math and color nodes to simulate dirt, wear, oxidation, and aging.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Perlin2D<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural generation tools used in software like Blender, Unity, and Substance Designer to create smooth, organic random patterns.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">PerlinNoise<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0continuous gradient values rather than harsh static, making them ideal for simulating natural phenomena like terrain, clouds, and fluid movement.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Plasma<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0generate organic, cloud-like, or fractal patterns used for motion graphics, procedural backgrounds, and texture displacement.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">SimplexLab<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0generate smooth, multi-dimensional pseudo-random gradients mimicking natural patterns.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">SimplexNoise<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural generation building blocks.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">SimplexPerlin2D<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural generation that outputs variations mimicking natural patterns like clouds, terrain, or marble.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">SimplexWorms<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0generate smooth, multi-dimensional pseudorandom values without the noticeable directional grid artifacts of classic Perlin noise. When paired with &#8220;worms&#8221; techniques (such as Perlin\/Simplex worms or cave-carvers), they carve interconnected, organic tunnel systems or side-scrolling destructible terrain.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Value2D<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0generates a pseudo-random, smoothly interpolated pattern of scalar values across a 2D coordinate space.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Voronoi2D<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0generates procedural cell-like patterns by calculating pixel distances from a jittered grid of random points.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Voronoise<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural generation that creates cell-like, organic patterns by calculating the distance between pixels and a grid of random points.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">WhiteNoise<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0a procedural generation to output completely random values or colors based on an input coordinate or seed.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Worms<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Description:<\/strong>\u00a0procedural cave\/river generation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Outputs:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Color:<\/strong> RGB color output&nbsp;(Color (RGBA))<\/li>\n\n\n\n<li><strong>Normal:<\/strong>&nbsp;Normal vector in tangent space (Non Color (RGBA))<\/li>\n\n\n\n<li><strong>NonColor:<\/strong>&nbsp;Procedural pattern in grayscale (Non Color)<\/li>\n\n\n\n<li><strong>Opacity<\/strong>:&nbsp;Opacity mask for transparency (Number (Float))<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"author":3,"featured_media":0,"parent":14001,"menu_order":6,"template":"","manualdocumentationcategory":[9,193],"manual_doc_tag":[],"class_list":["post-15023","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manualdocumentationcategory-nodes"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - 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Unlike 3D textures, 2D noise maps dependently of UV unwrapping, showing visible seams, stretching, or tiling repetitions on complex 3D meshes. Cell2D Description:\u00a0Cell 2D noise nodes (often called cellular, Voronoi, or Worley noise) procedurally divide 2D space into distinct organic, [&hellip;]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/noise\/\" \/>\n<meta property=\"og:site_name\" content=\"\u0414\u043e\u043a\u0443\u043c\u0435\u043d\u0442\u0430\u0446\u0456\u044f 3DCoat\" \/>\n<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/3DCoat\" \/>\n<meta property=\"article:modified_time\" content=\"2026-08-08T03:59:47+00:00\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:site\" content=\"@3DCoatOfficial\" \/>\n<meta name=\"twitter:label1\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data1\" content=\"6 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"WebPage\",\"@id\":\"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/noise\/\",\"url\":\"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/noise\/\",\"name\":\"Noise - \u0414\u043e\u043a\u0443\u043c\u0435\u043d\u0442\u0430\u0446\u0456\u044f 3DCoat\",\"isPartOf\":{\"@id\":\"https:\/\/3dcoat.com\/documentation\/#website\"},\"datePublished\":\"2026-08-08T03:07:43+00:00\",\"dateModified\":\"2026-08-08T03:59:47+00:00\",\"breadcrumb\":{\"@id\":\"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/noise\/#breadcrumb\"},\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"ReadAction\",\"target\":[\"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/noise\/\"]}]},{\"@type\":\"BreadcrumbList\",\"@id\":\"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/noise\/#breadcrumb\",\"itemListElement\":[{\"@type\":\"ListItem\",\"position\":1,\"name\":\"Home\",\"item\":\"https:\/\/3dcoat.com\/documentation\/nl_NL\/\"},{\"@type\":\"ListItem\",\"position\":2,\"name\":\"Node System\",\"item\":\"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/\"},{\"@type\":\"ListItem\",\"position\":3,\"name\":\"GPU Nodes\",\"item\":\"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/\"},{\"@type\":\"ListItem\",\"position\":4,\"name\":\"Noise\"}]},{\"@type\":\"WebSite\",\"@id\":\"https:\/\/3dcoat.com\/documentation\/#website\",\"url\":\"https:\/\/3dcoat.com\/documentation\/\",\"name\":\"\u0414\u043e\u043a\u0443\u043c\u0435\u043d\u0442\u0430\u0446\u0456\u044f 3DCoat\",\"description\":\"Information about starting to use and learning how to use all the features of the 3DCoat.\",\"publisher\":{\"@id\":\"https:\/\/3dcoat.com\/documentation\/#organization\"},\"potentialAction\":[{\"@type\":\"SearchAction\",\"target\":{\"@type\":\"EntryPoint\",\"urlTemplate\":\"https:\/\/3dcoat.com\/documentation\/?s={search_term_string}\"},\"query-input\":{\"@type\":\"PropertyValueSpecification\",\"valueRequired\":true,\"valueName\":\"search_term_string\"}}],\"inLanguage\":\"en-US\"},{\"@type\":\"Organization\",\"@id\":\"https:\/\/3dcoat.com\/documentation\/#organization\",\"name\":\"Pilgway\",\"url\":\"https:\/\/3dcoat.com\/documentation\/\",\"logo\":{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\/\/3dcoat.com\/documentation\/#\/schema\/logo\/image\/\",\"url\":\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/logo3DCoatWhite-1.png\",\"contentUrl\":\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/logo3DCoatWhite-1.png\",\"width\":876,\"height\":190,\"caption\":\"Pilgway\"},\"image\":{\"@id\":\"https:\/\/3dcoat.com\/documentation\/#\/schema\/logo\/image\/\"},\"sameAs\":[\"https:\/\/www.facebook.com\/3DCoat\",\"https:\/\/x.com\/3DCoatOfficial\",\"https:\/\/www.youtube.com\/c\/PILGWAY3DCoat\"]}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Noise - \u0414\u043e\u043a\u0443\u043c\u0435\u043d\u0442\u0430\u0446\u0456\u044f 3DCoat","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/3dcoat.com\/documentation\/manual\/nodesystem\/gpu-nodes\/noise\/","og_locale":"uk","og_type":"article","og_title":"Noise - \u0414\u043e\u043a\u0443\u043c\u0435\u043d\u0442\u0430\u0446\u0456\u044f 3DCoat","og_description":"Overview:\u00a0A 2D noise node generates procedural, repeating volumetric patterns across 2 spatial dimensions (X, Y). 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