Folding Noise*

Noise Preview

Folding Noise is a recursive domain distortion technique that generates fractal patterns by iteratively warping 3D space through implicit fold operations. Inspired by domain folding techniques (Gustavson, Ebert et al.), it progressively deforms the sampling domain itself using vector fields (sine-based, geometric, or smooth) rather than simply combining sampled frequencies. This results in coherent, flowing structures that can range from organic marble-like veins to sharp, crystalline facets.

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

Usage & Behavior

With default values
With high warp

The core of this noise is the "Fold" operation, which mirrors the coordinate space recursively. By changing the Fold Type, you drastically alter the fundamental character of the pattern—from the smooth, trigonometric curves of Sine to the harsh, box-like reflections of Geometric.

Best Used For: Abstract marble, alien crystals, flowing silk, canyon strata, sci-fi force fields, and complex organic tissues.

Key Features

  • Recursive Folding: Simulates complex mirroring without expensive recursion.
  • 3 Fold Types: Smooth (organic), Geometric (crystalline), and Sine (fluid).
  • Analytic: Fully computed on the fly without lookup tables (LUTs).

Parameters

Fold Type Enum
Determines the math function used to fold the domain:
  • SMOOTH: Rounded folds using smooth absolute value. Produces soft organic forms.
  • GEOMETRIC: Hard box/sphere reflections. Generates sharp, faceted crystalline structures.
  • SINE: Smooth trigonometric folds. Creates flowing, continuous organic patterns.
Accumulate Mode Enum
Controls how the folded values are combined across octaves:
  • NORMAL: Standard fractal addition. Balanced look.
  • RIDGED: Inverted absolute value. Creates sharp ridge networks (mountains/veins).
  • BILLOWY: Absolute value. Creates puffy, bulbous forms (clouds/brain coral).
  • SQUARED: Multiplies sample by itself. High contrast with deep voids.
Coords Vector
The input texture coordinates.
Scale Vector (default: 4.0, 4.0, 4.0)
Global scale of the noise pattern.
Folds (default: 6)
The number of recursive iterations. Higher values create increasingly complex, self-similar structures but are more expensive to compute.
Fold Strength (default: 1.5)
The amplitude of the spatial displacement applied at each fold. Increasing this "pushes" the folds harder, creating tighter curls and more distortion.
Warp Strength (default: 0.0)
Amount of turbulent pre-distortion applied before each fold step. Adding warp breaks the perfect symmetry of the folds, making the pattern look more natural and chaotic.
Lacunarity (default: 2.0)
The frequency multiplier per octave. Controls how much detail is added in each step.
Bias (default: 0.5)
A phase offset added to the fold functions. Adjusting this shifts the symmetry axis, allowing you to animate the "evolution" of the fold without moving the object.
Gain (default: 0.5)
The amplitude multiplier per octave. Controls how quickly the detail fades out.

Quick Recipes

Try these presets to generate unique structures.

Alien Crystal

Fold Type: GEOMETRIC
Accumulate: SQUARED
Folds: 8
Fold Strength: 2.0
Geometric folding combined with squared accumulation creates sharp, glowing crystal shards.

Silk Flow

Fold Type: SINE
Accumulate: NORMAL
Warp Strength: 0.5
Bias: (Animate)
Sine folds with mild warping create smooth, flowing fabric-like distortions.

Brain Coral

Fold Type: SMOOTH
Accumulate: BILLOWY
Folds: 5
Scale: 3.0
Smooth folds with billowy accumulation produce rounded, convoluted organic shapes.
Technical Note: The Geometric fold implements a "Box Fold" (reflects outside -1,1) followed by a "Sphere Fold" (radial inversion), similar to the math used in Mandelbox fractals.
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