Noise Field
Samples value-noise (or one of its fractal variants) at a PointArray. Emits a scalar per sample, consistent across re-renders for a given seed.
Node
Interactive preview is available in the interactive reader.
Sockets
samples (in)- PointArray / Path. Required.
scale (in)- Float. Spatial frequency — larger values compress noise detail.
amplitude (in)- Float. Output magnitude scaling.
offset (in)- Vector3. Translates the noise domain — use it to scroll the pattern.
seed (in)- Int. Randomiser seed. Same seed → same field.
values (out)- PointArray — scalar noise in the x-channel, roughly in [-amplitude, +amplitude].
Parameters
Kind- value (smooth bilinear value-noise), fbm (sum of octaves — more fractal detail), ridged (|value|-based folds for terrain-like crests). Default: value.
Octaves- Number of layers summed for fbm/ridged variants (1..8). Default: 4. Ignored for value.
Scale- Spatial frequency. Default: 0.1 — the field "wavelength" is roughly 1/scale world units.
Amplitude- Output scale. Default: 1.
Offset X/Y/Z- Translation applied to the noise domain. Animate one axis to scroll the pattern.
Seed- Deterministic seed. Default: 0.
Variants
value- Single-octave smooth noise. Cheapest, softest result.
fbm- Fractional Brownian motion — octaves of noise summed with diminishing amplitude. Cloudy texture.
ridged- ridged variant that inverts |value| per octave — produces sharp crests like mountain ridges.