Noise

Apply various forms of animated noise to your objects' channels.

Noise Node

Noise Type
Determines the type of noise generated. Options include:
  • Perlin Noise: A gradient noise with an organic texture that can resemble marble, wood, clouds, fire, etc.
  • Seek: Fully procedural random walk, in which points will wander from the centre of the screen in random directions. Particularly useful for simulating insect movement when used in conjunction with the Flight node.
  • fBM Noise: Stands for Fractal Brownian Motion, but also known as Turbulence. Similar to Perlin Noise except objects will speed up and slow down.
  • Perlin Noise (looping): A loopable version of Perlin Noise.
Amplitude X, Amplitude Y, Amplitude Z
Controls the strength of the noise in the respective axes.

Perlin/fBM Noise settings

Frequency X, Frequency Y, Frequency Z
Controls the speed of the noise in the respective axes.

Seek Noise settings

Seek Angle (FoV)
Determines the angle at which particles can wander.

Perlin Loop settings

Loop time (frames)
Determines the number of frames until the noise loops.

Strength

Strength
Fades the node's effect for all the objects at the same time.
Random Strength
Smoothly fades the node's effect on all the objects in a random order.
Step Strength
Turns the node's effect off one object at a time.
Strength Map
Determines the input file (2D texture, animated texture, etc) that controls the shape of the node's effect.
Map Projection Axis
Determines the axis along which the Strength Map is projected.
Map Helper
Displays the object being used to interactively place the Strength Map in the scene. You can right-click the field to create a new helper object (a plane) if none exists. You can also middle-drag a mesh into this field or right-click to connect a selected mesh. If a mesh is already connected, you can also right-click to break its connection or show it in the Outliner.
Note: For the best results, assign the same texture to both the Strength Map and the Map Helper (this automatically happens when creating a new helper object).

Per Point Adjustments

Step
Sets the time difference between the noise given to each object. Lower values make objects look like they're following each other over the noise.
Octaves
Sets the number of noise octaves. Higher values produce more detailed noise.
Random Seed
Adjusts the randomization of the noise.
Persistence
The strength of each noise octave.
Absolute Noise
Ensures that the node returns only positive numbers.
Whole Numbers
Ensures that the node returns only whole numbers.
Uniform Noise
Noise values are scaled uniformly in the x, y, and z axes.