Classic Noise*

Noise Preview

Classic Noise is the "Swiss Army Knife" of procedural texturing. It combines four distinct noise algorithms—ranging from the original Perlin implementation to modern, high-performance variants—into a single node. Whether you need a quick terrain heightmap, a standard bump map, or a high-quality isotropic pattern without lattice artifacts, this node provides the fundamental building blocks for almost any shading task.

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

Usage & Behavior

Classic Adv. Perlin noise
Flow noise variant
Simplex noise variant
Orbit noise variant

This node acts as a container for the most common coherent noise types. It allows you to switch algorithms on the fly without replacing nodes. It also includes built-in range remapping controls (Coverage and Transition) to harden edges or expand whites/blacks without needing extra math nodes.

Best Used For: General purpose texturing, dirt masks, terrains, clouds, and bumps.
Tip: Use Simplex or Flow types for animation, as they are less prone to flickering and artifacts than the older Classic (Perlin) type.

Key Features

  • 4 Algorithms: Includes Classic (Perlin), Simplex, Flow (PSRD), and Orbit noise.
  • Built-in Remapping: Coverage and Transition params allow for instant contrast control.
  • Optimized: Features modern, derivative-aware implementations for speed.

Parameters

Type Enum
Selects the underlying noise algorithm:
  • Classic Noise (CNOISE): The original lattice-based coherent noise. Fast and familiar, but can show square grid artifacts.
  • Simplex Noise (SNOISE): Uses a tetrahedral lattice. Faster than Classic and free of square artifacts. Recommended for most cases.
  • Flow Noise (PSRDNOISE): An optimized evolution of Perlin noise. Extremely smooth, periodic, and rotation-aware.
  • Orbit Noise (ONOISE): A radially weighted, over-sampled variant. Sacrifices some performance for the highest quality, isotropic results.
Turbulence (bool, default: true)
When enabled, calculates the absolute value of the noise signal. This creates sharp "creases" or "valleys" (like folded terrain) instead of smooth, rolling hills.
Invert (bool, default: true)
Inverts the final result (1.0 - Output). Useful for flipping a mask or turning peaks into canyons.
Coords Vector
The input texture coordinates. If left unconnected, this defaults to the global Position field (P).
Scale Vector (default: 4.0, 4.0, 4.0)
Global scale of the pattern.
Octaves (default: 8)
The number of fractal layers to accumulate. Higher values add more fine detail but increase render time.
Coverage (default: 1.0)
Controls the "fill" or density of the noise. Lowering this value shifts the mid-point, effectively shrinking the white areas of the noise. Useful for creating sparse patches (like islands or rust spots).
Transition (default: 0.05)
Controls the softness of the noise edges (similar to a smoothstep width).
- Low values (near 0): Hard, sharp edges.
- High values: Soft, blurry gradients.
Roughness (default: 0.75)
Controls the change in frequency at each octave (Lacunarity). Higher values pack more detail into the smaller layers, making the texture feel more jagged or "crunchy."
Gain (default: 0.5)
Controls the change in amplitude at each octave (Persistence).
- High values: Fine details are strong and prominent.
- Low values: Fine details are faint and subtle.

Quick Recipes

Standard configurations for everyday materials.

Mountain Terrain

Type: SNOISE
Turbulence: True
Octaves: 12
Gain: 0.6
Simplex noise with turbulence creates the classic ridged fractal look of eroded mountains.

Hard Rust Patches

Type: PSRDNOISE
Coverage: 0.4
Transition: 0.01
Roughness: 0.8
Low coverage and near-zero transition create isolated, hard-edged islands of noise.

Smooth Silk/Sand

Type: ONOISE
Turbulence: False
Octaves: 4
Gain: 0.3
Orbit noise without turbulence provides a very high-quality, undulating smooth surface.
Technical Note: SNOISE (Simplex) uses a tetrahedral lattice instead of the cubic lattice used by CNOISE. This results in fewer computational samples per evaluation and isotropic gradients, making it superior for animation and organic surfaces.
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