Alligator Noise*

Noise Preview

Alligator Noise is a cellular procedural pattern derived from Voronoi (Worley) logic. Unlike standard gradient noise, it calculates the difference in density between the two "densest" feature points in a grid cell. Visually, this creates a network of creases, ridges, and pebbled shapes resembling reptile skin, cobblestones, or biological cells. It includes a built-in warping engine to distort the grid for more organic, melted, or fluid results.

Performance Cost 🟢 Low
Space 2D/3D - UV/World/Object
Implementation Native Compiled C++
Devices (Cycles) CPU / GPU (1:1)

Usage & Behavior

With default values (plus NoiseColorizer)
With high persistence for concrete like structure
Stylized .. low octaves and grid size
Using Warp and Warp Frequency

The noise generates a "cracked" surface look by evaluating the boundary tension between cellular centers. When octaves are layered, it produces complex, rough surfaces. The shader also features a dedicated warp loop that uses a low-frequency version of the noise itself to distort the texture coordinates.

Best Used For: Creature skin (scales), leather, cobblestone paths, dried mud, microscopic cells, hammered metal surfaces and puffy clouds.

Key Features

  • Cellular Basis: Derived from feature-point density differences.
  • Integrated Warping: Native domain distortion for organic irregularity.
  • Tileable: Supports seamless repetition for infinite texturing.

Parameters

Coords Vector
The input texture coordinates. If left unconnected, this defaults to the global Position field (P) of the shading point.
Scale Vector (default: 2.0, 2.0, 2.0)
Global multiplier for the input coordinates. Use this to squash or stretch the cells along specific axes.
Tiled (bool, default: false)
When enabled, the noise wraps seamlessly at the integer boundaries of the grid. Essential for baking tiling textures for game engines or infinite planes.
Grid Size (default: 2.0)
Determines the base frequency of the cellular grid.
- Higher values: Produce smaller, denser cells (finer skin).
- Lower values: Produce large, blocky plates.
Lacunarity (default: 2.5)
The frequency multiplier between successive octaves. A default of 2.5 makes the detail layers shrink rapidly, creating fine surface grit on top of the larger cellular plates.
Persistence (default: 1.0)
Controls the amplitude reduction per octave.
- 1.0 (Default): High contrast. Fine details are as strong as the base shape.
- Lower values: Fine details become subtle surface imperfections.
Octaves (default: 5)
The number of fractal layers combined. Higher octaves add "grit" inside the cells. For a clean, cartoonish cellular look, reduce this to 1 or 2.
Warp Scale (default: 0.0)
Controls the strength of the spatial distortion.
- 0.0: Rigid, geometric cells.
- Higher values: The cells begin to flow, melt, and curve, breaking the grid structure.
Warp Frequency (default: 0.5)
The frequency of the warp field. This determines the "tightness" of the curves when Warp Scale is active. Lower values create broad, sweeping distortions; higher values create jagged, turbulent distortions.

Quick Recipes

Use these settings to mimic specific materials.

Reptile Skin

Grid Size: 5.0
Persistence: 0.8
Warp Scale: 0.2
Octaves: 3
High grid size creates small scales. Slight warp adds organic irregularity.

Cobblestones

Grid Size: 1.0
Persistence: 0.4
Warp Scale: 0.0
Octaves: 2
Low octaves and zero warp keep the shapes blocky and distinct like stones.

Biomass / Guts

Grid Size: 3.0
Persistence: 0.6
Warp Scale: 2.5
Warp Freq: 0.3
Heavy warping melts the cells into a fleshy, undefined organic mass.
Technical Note: The algorithm calculates densest - secondDensest from a 3x3x3 neighborhood search. It uses a hashed seed for randomization. Enabling 'Tiled' performs a modulo operation on the cell coordinates before hashing.
↑ Back to Top

Leave a Reply