The Noise node is a powerful deformer that modifies incoming shapes by displacing their points according to a procedural noise pattern. It is an essential tool for breaking up primitive shapes and creating organic, complex, and natural-looking forms.
When a shape is passed into the Noise node, the node calculates a noise value for each point on the shape and moves it along its normal (the direction pointing “out” from the surface). The result is a new, deformed path that can be rendered or used by other nodes.
Parameters
| Parameter | Description |
|---|---|
Label | The display name for the node. |
Group | Specifies a subset of points to affect. Not applicable when triangulate is enabled. |
Triangulate | Apply noise to the entire shape surface via triangulation instead of just the outline. |
Visualize Triangulation | Draws the wireframe of the triangulated mesh. |
Triangulation Level | Controls the density of the triangulation. Higher is more detailed. |
Noise Type | The underlying algorithm for the noise pattern. |
Amplitude | The strength of the displacement. |
Frequency | The scale or zoom of the noise pattern. |
Offset | Pans the noise pattern in X and Y. |
Seed | Changes the random outcome. |
Examples
Simplex Noise
Creates smooth, organic, and rolling deformations. Ideal for natural shapes like clouds, terrain, or liquid blobs.
Worley (Cellular) Noise
Produces cell-like patterns with distinct boundaries. Excellent for creating crystalline structures, cracked surfaces, or biological patterns.
High Frequency
Increasing the Frequency creates smaller, more detailed noise patterns, resulting in a rougher, more complex deformation.