Noise Patterns

Noise shaders can be a powerful tool when used creatively. It is possible to create various effective patterns, for example, different types of corrosion, foam, landscapes, alien skin or just organic patterns. This tutorial demonstrates the types of patterns possible when setting different attributes with the Arnold noise and cell_noise shaders. Hopefully, this tutorial will inspire you to experiment and create your own patterns using a combination of noise shaders. Thanks to Slava Sych for his assistance with this tutorial.

Note: Note that the scale attribute values depend on the size of your geometry and therefore may require adjusting according to your scene size.

scene file can be downloaded here.

Noise Shaders

Cell Noise Shaders

Noise Shaders

Noise Type 1

Octaves: 1. Distortion: 1.2. Lacunarity: 1. Scale XYZ: 10

Noise Type 2

Octaves: 1. Distortion: 5.2. Lacunarity: 1. Scale XYZ: 10.

Noise Type 3 (Noise x2)

Create a noise shader and set the following parameters:

Next, create another Noise shader and connect its output to the Offset parameter of the first Noise shader. Set the following:

Noise Type 4 (Noise x2)

Create a Noise shader and set the following parameters:

Next, create another Noise shader and connect its output to P parameter of the first Noise shader. Set the following:

Noise Type 5 (Noise x2)

Create a noise shader and set the following parameters:

Next, create another Noise shader and connect its output to P parameter of the first Noise shader. Set the following:

Noise Type 6 (Cell Noise ->Noise)

Create a noise shader and set the following parameters:

Next, create a cell_noise shader and connect its output to P parameter of the first noise shader. Set the following:

Noise Type 7 (Cell Noise ->Noise)

Create a noise shader and set the following parameters:

Next, create a cell_noise shader and connect its output to P parameter of the first noise shader. Set the following:

Noise Type 8 (Cell Noise ->Noise)

Create a noise shader and set the following parameters:

Next, create a cell_noise shader and connect its output to P parameter of the first noise shader. Set the following:

Noise Type 9 (Cell Noise ->Noise)

Create a Noise shader and set the following parameters:

Next, create a cell_noise shader and connect its output to P parameter of the first noise shader. Set the following:

Noise Type 10 (Cell Noise ->Noise)

Create a noise shader and set the following parameters:

Next, create a Cell Noise shader and connect its output to P parameter of the first noise shader. Set the following:

Noise Type 11 (Cell Noise ->Noise)

Create a noise shader and set the following parameters:

Next, create a cell_noise shader and connect its output to P parameter of the first noise shader. Set the following:

Cell Noise Shaders

Cell Noise Type 1

Create a cell_noise shader and set the following parameters:

Cell Noise Type 2 (Cell Noise -> Range)

Create a cell_noise shader and set the following parameters:

Next, create a range shader and connect the cell_noise to its input parameter. Set the following:

Cell Noise Type 3 (Cell Noise -> Range)

Create a cell_noise shader and set the following parameters:

Next, create a range shader and connect the cell_noise to its input parameter. Set the following:

Cell Noise Type 4 (Cell Noise -> Cell Noise -> Range)

Create a cell_noise shader and set the following parameters:

Create another cell_noise and connect its output to P parameters of the first cell_noise. Set the following:

Next, create a Range shader and connect the Cell Noise to its input parameter. Set the following:

Or set parameters in the second cell_noise to get a result like in the image below:

Or s et parameters in the second cell_noise to get a result like in the image below: