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.

Dent Noise*

is a procedural 3D surface imperfection generator designed to simulate tiny dents, pitting, and worn irregularities. Internally, it is a dense, inverted 3D spot noise that uses a distance-to-feature approach to carve small cavities instead of raising spots. With a smooth exponential falloff and adaptive contrast control, it produces natural micro-indentations ideal for metals, plastics, and aged surfaces, maintaining stable detail across 3D space.

Cyclic Noise*

is a hybrid procedural pattern generator that sits between domain-warped fBm (Fractal Brownian Motion) and cyclic trigonometric noise. Unlike traditional Perlin or Simplex noise, which rely on lattice grids or hashing, Cyclic Noise operates entirely in continuous space using sine and cosine functions.

Curl Noise*

is a dynamic, divergence-free 3D flow generator. Unlike standard noise which creates random peaks and valleys, Curl Noise produces natural, physically plausible swirling motion typical of fluid dynamics. It utilizes a quaternion-rotated fractal derivative noise (dfBm) field to compute curl vectors. It then iteratively warps the input coordinates along this stable flow.

Clouds Noise*

is distinct because of its “puffy” nature. It uses an internal sigmoid contrast curve to bunch values together, creating defined “clumps” separated by transparency. It also features a unique Depth parameter that fades the noise out along the Z-axis, simulating the thinning of atmosphere at height.

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.

Billows Noise*

an advanced gradient-domain procedural texture. Unlike standard noise types that simply layer details on top of each other, Billow Noise uses the mathematical gradient (slope) of the previous layer to distort the position of the next layer. This mimics the physics of fluid advection, resulting in patterns that fold, swirl, and flow like smoke, silk, rising steam, or turbulent water.

Alligator Noise*

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.