‘Gabor noise has several interesting properties: it is procedural, it offers significant spectral control, it supports anisotropy, it can be mapped onto surfaces without using a parametrization, it can be filtered, and it is interactive. This combination of properties is not found in existing noise functions’. And most important it is numerically more stable than other noises that means it does not exhibit patterns or artifacts when tiled.
On the left ‘Rock’ Maya texture, on the right improved Gabor noise. You can easily see artifacts on the Rock texture.
Parameters are almost self-explanatory and easy to understand. Direction works only when Anisotropic or Hybrid mode are used. Isotropic itself is faster than Anisotropic with no direction (0-0-0).
With a low Impulse value the noise looks like a cellular texture, incresing it will look more like a classic Perlin noise.