Contents
Noise Palette is a continuous parametric colorizer designed specifically for procedural data. Unlike standard color ramps which rely on texture lookups and discrete stops, Noise Palette maps scalar values to smooth RGB gradients using analytic cosine functions. This provides infinite color resolution, mathematically perfect gradients, and flexible control over value remapping and visualization modes (such as cyclic wrapping or signed split-palettes).
Usage & Behavior
This node is the perfect companion for any Noise generator. Instead of struggling with a Color Ramp node to visualize data that goes below 0 or above 1, Noise Palette can automatically detect the input range (via Auto Range) and map it perfectly to a color scheme. Its Cyclic mode is particularly useful for creating topological maps or wood-grain effects from simple gradients.
Key Features
- Analytic Gradients: Uses Cosine-based math for infinite smoothness.
- Smart Range: Auto-detection of min/max input values.
- 11 Presets: Instant access to complex schemes like Magma, Ocean, and Terrain.
Parameters
- NONE: Use custom A/B/C/D inputs.
- Scientific: PLASMA, COOL, FIRE.
- Natural: TERRAIN, OCEAN, VERDANT, ORGANIC.
- Artistic: NEON NIGHTS, COTTON CANDY, RAINBOW.
- Utility: GRAYSCALE.
- DIRECT: Standard linear mapping [Min, Max] → [0, 1].
- ABS: Uses absolute value. Good for creating symmetry or ridges.
- SIGNED: Splits the palette. Negative values get the first half (0.0-0.5), positive values get the second half (0.5-1.0).
- CYCLIC: Wraps the values repeatedly. Creates repeating rings/isolines.
- LINEAR: No change.
- POW: Quadratic. Emphasizes highlights (pushes midtones down).
- SQRT: Square root. Emphasizes shadows (pushes midtones up).
- SMOOTHSTEP: Hermite interpolation. Increases contrast by crushing blacks and whites.
A + B * cos(2Ï€ * (C * t + D)).
Only active when Preset is set to NONE.
- A: Bias (DC Offset). The base color.
- B: Amplitude. Contrast strength.
- C: Frequency. How many times the spectrum repeats.
- D: Phase. Shifts the colors along the gradient.
- High values (0.99): Slow adaptation, stable flicker-free results.
- Low values (0.5): Fast adaptation, reacts quickly to changes.
Quick Recipes
Common visualization setups.
Heatmap
Viz Mode: DIRECT
Auto Range: True
Remap: SQRT
Topological Map
Viz Mode: CYCLIC
Palette C: (2.0, 2.0, 2.0)
Auto Range: True
Signed Terrain
Viz Mode: SIGNED
Value Min: -1.0
Value Max: 1.0
color(t) = a + b · cos[ 2π(c · t + d) ]. This allows for complex, multi-hued gradients to be stored and evaluated using only a few math operations, avoiding texture lookups entirely.
