Perlin is the most basic and essential noise. In Gaea, we've made a "geo-variant" by modifying the base Perlin shape to fit the needs of terrain design from the beginning.

Properties
| NoiseSpecifies the style of Perlin noise to generate, affecting the overall appearance and structure of the noise pattern. | |
| Type | Specifies the style of Perlin noise to generate, affecting the overall appearance and structure of the noise pattern. FBMFractal Brownian Motion. Produces classic Perlin noise with layered octaves for natural, smooth terrain. RidgedGenerates ridged noise, emphasizing sharp crests and valleys for more dramatic, mountainous features. BillowyCreates billowy, cloud-like noise with soft, rounded shapes and less pronounced valleys. |
| Scale | The scale of the noise. Higher values create larger, less detailed shapes. Lower values create noisier, highly detailed shapes. |
| Octaves | The number of noise octaves. Higher values create more complexity by layering additional detail at smaller scales. |
| Gain | Controls the amplitude reduction between octaves, affecting the persistence and contrast of the noise. |
| Height | Sets the maximum elevation or intensity of the noise, scaling the output vertically. |
| Seed | The randomization pattern or seed for the node's process. Changing the seed produces different noise patterns. |
| WarpSpecifies the style of Perlin noise to generate, affecting the overall appearance and structure of the noise pattern. | |
| Type | Specifies the style of Perlin noise to generate, affecting the overall appearance and structure of the noise pattern.
None |
| Frequency | Controls the frequency of the warp, determining how often the pattern is distorted across the terrain. |
| Amplitude | Sets the strength of the warp effect, controlling how far the noise is displaced. |
| Octaves | The number of noise octaves. Higher values create more complexity by layering additional detail at smaller scales. |
| TransformThe non-uniform scale of the X axis, stretching or compressing the noise horizontally. | |
| Scale X | The non-uniform scale of the X axis, stretching or compressing the noise horizontally. |
| Scale Y | The non-uniform scale of the Y axis, stretching or compressing the noise vertically. |
| X | Offsets the Perlin noise along the X axis, shifting its position horizontally. |
| Y | Offsets the Perlin noise along the Y axis, shifting its position vertically. |