Noise
Noise moves the points of a mesh by a smooth random pattern, so a clean shape turns into something natural and uneven. Keep the outline and just rough up a hard-surface prop, or push the surface in and out for hills and relief. Use it for rocks, cliff faces, lumpy ground, or a crate that should look handmade. Noise can only move the points a mesh already has, so give it enough faces first with Subdivide or Remesh.
Inputs
Section titled “Inputs” Mesh
The mesh to roughen. More faces give finer bumps.
Outputs
Section titled “Outputs” Mesh
The same mesh with its surface pushed into bumps.
Parameters
Section titled “Parameters”| Parameter | What it does | Default |
|---|---|---|
Apply to | Which part of the mesh gets roughened: Everywhere, or a named selection. Invert flips the choice. | Everywhere |
Type | The kind of noise. Perlin and Simplex are smooth hills; Worley gives rounded lumps like cobbles. Options: Perlin, Simplex, Worley | Simplex |
Fractal | How layers of detail stack up. Single is one smooth layer, fBm rolls like terrain, Turbulence billows, Ridged gives sharp peaks. Options: Single, fBm, Turbulence, Ridged | fBm |
Displacement | Which way points move. Vector keeps the outline and sharp edges of a hard-surface prop; Along Normal pushes the surface in and out for relief. Options: Vector, Along Normal | Vector |
Amplitude | How far the surface moves at the strongest bumps, both out and in. | 0.1 |
Clamp | Flattens the bumps: raise the low end for flat valley floors, lower the high end for flat tops. The default, -1 to 1, changes nothing. | -1 to 1 |
Frequency | How many bumps fit across the mesh. Higher is finer detail, which needs enough resolution (add a Subdivide first). | 4 |
Octaves | How many layers of finer detail are stacked on top. Only used when Fractal is not Single. | 4 |
Roughness | How strong the finer layers are: low is smooth and rolling, high is busy and grainy. Only used when Fractal is not Single. | 0.5 |
Seed | Picks the pattern. Change it to re-roll the bumps; the same seed always gives the same surface. | 1 |
See also
Section titled “See also”- Subdivide: add faces before Noise so fine bumps have points to move.
- Remesh: rebuild a mesh as even triangles, a good base for noise.
- Deform nodes: the other nodes that move points without changing the mesh structure.