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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

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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.

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