Noise Plus is an advanced Noise modifier that provides many new features and functionality not possible with the legacy Noise modifier. It creates random surface variations using Simplex-based noise and expanded controls, allowing you to add natural-looking detail for modeling or animation. You can refine the noise pattern with fractal settings and strength controls, apply noise per element so each part of a mesh varies independently, and take advantage of built-in tiling support for creating seamless, repeatable noise patterns.
Noise Plus deforms vertices (or applies displacement along normals) based on a configurable noise pattern. It uses Simplex noise by default and supports several fractal types so you can control the look and detail of the variation.
You can choose to evaluate the noise in object or world space, generate seamless tileable patterns for repeating surfaces, invert the result, and animate the effect over time using the Phase parameter. In addition to expanded fractal controls, Noise Plus offers support for different coordinate systems and the ability to drive displacement along object normals-enabling more precise, production-ready surface variation.
The modifier is organized into sections in the Modify panel.

Coordinates
Chooses the coordinate system for the noise (for example, Object XYZ so the pattern is relative to the object's local axes).

Noise
Invert: Reverses the effect of the noise (high and low values swap).
Seed: Controls the random pattern. Change the value or use the randomize button to get a different variation. Each seed produces a different but repeatable pattern.
By Element: When on, each element (a contiguous set of connected polygons) gets its own random seed so that each part of the mesh looks slightly different. Use this when you have many repeated pieces (for example, a stone path made with Array) and want to break up uniformity.
Scale: Controls the size/frequency of the noise pattern.
Tileable: When on, the noise pattern repeats seamlessly over the noise domain so you can create repeating surfaces without visible seams.
Density: Controls how tightly packed the noise features appear. It can be thought of by how many times it should repeat.
Normal: When on, noise is applied along the object's surface normals (or along Z for shape objects). When off, displacement follows the Strength X/Y/Z axes. The value sets the strength of this component.
Phase: Offsets the noise over time. Animate Phase to create moving or evolving noise (for example, for water or organic motion). in Noise Plus, the Simplex noise algorithm allows the Phase parameter to loop seamlessly-producing the same result at a value of 0 as at 360. This seamless looping behavior is not supported in the legacy Noise modifier. does not create phase keys automatically; you set keyframes as needed.
Strength
X, Y, Z: Set how much the noise moves geometry along each axis. A link control lets you keep X, Y, and Z in proportion when it is enabled. The default strength on a new modifier is 10.0 along Z so the effect is visible immediately.
Fractal
Fractal type: Chooses the fractal method (for example, Fractal Brownian Motion). Different types change the character of the noise (smoother, ridged, terrain-like, and so on).
Iterations: Number of fractal layers. More iterations add detail but can slow the viewport.
Roughness: Controls how rough or smooth the fractal detail is.
Lacunarity: Controls how much frequency and amplitude change from one iteration to the next.
Offset: Shifts the fractal pattern.

The different fractal types
Clamp