Applies controlled single-pixel noise onto your terrain.
This is a resolution-dependent node.
Properties
| Noise | |
| Noise Type | Selects the algorithm used to generate noise. Each type produces a distinct pattern and character, suitable for different terrain or texture effects. RandomGenerates pure random noise, resulting in a highly chaotic and unstructured pattern. PerlinProduces smooth, gradient-based noise with natural transitions, ideal for organic terrain features. GaussianApplies a Gaussian distribution to the noise, creating patterns with a bell-curve intensity and softer transitions. FixedGenerates a noise pattern based on large, finite shapes. MicroCreates very fine, high-frequency noise suitable for adding subtle surface detail or micro-variation. |
| Height | Controls the maximum amplitude or elevation of the noise, affecting how pronounced the noise appears in the output. |
| Density | Adjusts the frequency or scale of the noise pattern. Higher density results in more frequent variations across the terrain. |
| Relative Density | When enabled, density is scaled relative to the current resolution or context, maintaining consistent detail at different scales. |
| Blend Mode | Determines how the generated noise is combined with the input or base layer, affecting the final appearance. AddAdds the noise values to the input, increasing elevation or intensity where noise is present. MultiplyMultiplies the input by the noise values, modulating the base layer and enhancing contrast. SubtractSubtracts the noise values from the input, reducing elevation or intensity in noisy areas. |
| Seed | Sets the randomization seed for the noise generation. Changing the seed produces a different noise pattern while keeping other settings the same. |