Documentation
Generators generator.noise
The Noise node on the VFX Loom graph canvas.
Fig. 1 The Noise node in its resting, collapsed state on the VFX Loom graph canvas.

Overview

Generates tileable fractal noise from a coordinate stream. One node covers Value, Gradient, and both Worley variants, so the same procedural texture can become clouds, cells, breakup, or a driven animation field.

Category
Generators
Internal ID
generator.noise
Version
VFX Loom 1.0

Inputs

InputTypeRequiredDefaultMeaning
Coordinates Field Optional UV The coordinate stream to sample. When disconnected, Noise uses UV.
Evolve Scalar Optional 0 In Pattern mode, blends deterministic pattern states; in Translate mode, preserves the legacy moving-field behaviour.

Properties

PropertyTypeDefaultAnimatableRange / optionsEffect
Basis Enum Gradient No Value · Gradient · Worley (cells) · Worley (edges) Chooses the underlying texture family. Value and Gradient give continuous fields; the Worley modes expose cellular structure or the boundaries between cells.
Frequency Scalar 4 Yes Hard 1..64 · step 1 · exponent 2 Sets the base lattice frequency. Increasing it packs more features into the tile; the exponent makes the slider feel more useful across the logarithmic-looking range.
Octaves Scalar 4 No Hard 1..8 · step 1 Adds detail layers. More octaves add finer variation and cost more evaluation work; fewer octaves leave a broader, simpler field.
Lacunarity Scalar 2 No Hard 1..4 Controls how much the frequency rises from one octave to the next. Higher values separate the detail scales more aggressively.
Gain Scalar 0.5 No Hard 0..1 Controls how strongly each later octave contributes. Lower values keep the base layer dominant; higher values retain more fine detail.
Fold Enum None No None · Turbulence · Ridged Changes how the fractal values are folded. Turbulence emphasises absolute variation; Ridged inverts the folded response to produce ridge-like bands.
Fast Gradient Bool false No Visible for Gradient basis Uses 256 fixed gradient directions for a faster Gradient basis. It changes the pattern slightly, so enabling it is a visual change rather than a quality-only switch.
Evolve Scale Scalar 1 No Hard 0..16 · soft UI range Scales the Evolve input before it affects the field or pattern state. Increase it when a small driver value should produce more visible change.
Evolve Mode Enum Translate No Translate (legacy) · Pattern Translate moves the sampled field and preserves saved-project behaviour. Pattern changes deterministic internal states without moving UVs.
Seed Offset Scalar 0 No Hard 0..9999 · step 1 Changes the deterministic pattern without changing the project seed. It is useful for making two otherwise identical noise nodes differ.

Outputs

OutputTypeMeaning
Out Image The generated grayscale noise image.

Usage

In practice

  • Use Noise as a scalar texture source: breakup for masks, broad variation for clouds and smoke, cellular structure for crystals or impact marks, and a stable field to drive later colour or distortion.
  • Keep Coordinates disconnected for the canonical tiled UV space. Insert Mapping when the texture needs to scroll, rotate, or scale without changing Noise's own controls.
  • Animate Frequency when the feature scale should change. Animate Evolve when the texture should progress; choose Pattern when the UV layout should stay put while the deterministic states morph.

Worked example: Noise → Levels → Colorize

This is the production source's intended colour pipeline: generate a scalar field, shape its contrast, then apply colour at the end. The same graph can read as fire, smoke, energy, or electricity depending on the ramp.

  1. Start Noise with Gradient basis, Frequency 4, Octaves 4, Gain 0.5, and Evolve Mode Pattern.
  2. Connect Out to Levels and use Levels to tighten the usable value range for the kind of breakup you want.
  3. Connect Levels to Colorize. Place a dark transparent colour at the low end, a saturated mid stop, and a bright opaque tip; adjust Stop 1 At and Stop 2 At to move the visual shoulder and core.

Examples

These examples show Noise in supplied VFX Loom graph setups. Each graph link opens the corresponding node reference; the explanation below the media is specific to this node's role in that setup.

Noise → Levels → Blur

A compact grayscale texture chain: coordinates drive tileable noise, Levels tightens its tonal range, and Blur softens the result for a controllable field.

VFX Loom graph showing Coordinate connected to Noise, Levels, and Blur, with a grayscale noise preview.
Fig. 2The connected Coordinate → Noise → Levels → Blur setup and its grayscale preview.

How Noise contributes

Noise is the texture source. Its output provides the varied grayscale signal that the downstream tonal and softening stages shape.

Animated Mapping → Noise → Levels → Mask → Blur

An animated procedural field meets a transformed capsule branch at Mask: Float Value controls Transform scale, while Animated Mapping drives Noise and Levels before the final Blur.

VFX Loom graph showing Float Value, Capsule / Beam Shape, Transform, Warp, Animated Mapping, Noise, Levels, Mask, and Blur, with a soft animated-form preview.
Fig. 3The capsule and animated-noise branches meeting at Mask before the final Blur stage.
Fig. 4The same graph running as a flipbook: Animated Mapping changes the noise field while the mask and blur respond.

How Noise contributes

Noise samples the animated coordinates and produces the evolving procedural image used by the lower branch.

Notes / limitations

  • Noise is tileable; its seamless behaviour is part of the node's production definition.
  • Preview quality can reduce octave count to remove fine detail while keeping the composition's broad shape closer to the final evaluation.
  • Fast Gradient is intentionally not described as a neutral optimisation: the source says it changes the field slightly and only applies to Gradient basis.