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Mesh Morpher documentation

Fractal Noise

27 pages · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/voxel/fractal-noise

Studio and Graph › Voxel

Fractal Noise

Layered noise: octaves of a base noise summed into fractal detail, with the usual lacunarity and gain controls.

Studio and Graph › Voxel › Fractal Noise

Fractal Noise

Fractal noise with both the basis and the fractal shape chosen at runtime through pins. The most flexible noise node here and the least self-documenting.

Fractal Noise node

The Fractal Noise node

When to use it

Fractal noise with both the basis and the fractal shape chosen at runtime through pins. The most flexible noise node here and the least self-documenting.

Reach for it when a selector is genuinely driving the choice. Otherwise Simplex FBM, Perlin Ridged and the rest of the named nodes leave a graph someone can read.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
NoiseType Choice Which flavour of noise to use.
FractalType Choice How the layers get folded together: plain, ridged, puffy or churning.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Fractal Noise 2D

2D fractal noise with both the basis and the fractal shape chosen at runtime. The most flexible and least readable of the 2D noise nodes.

Fractal Noise 2D node

The Fractal Noise 2D node

When to use it

2D fractal noise with both the basis and the fractal shape chosen at runtime. The most flexible and least readable of the 2D noise nodes.

A named variant is the better default unless the choice really is data-driven.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
NoiseType Choice Which flavour of noise to use.
FractalType Choice How the layers get folded together: plain, ridged, puffy or churning.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Perlin Billow

Multi-octave Perlin with puffy rounded features. Clouds, foam, lumpy surfaces.

Perlin Billow node

The Perlin Billow node

When to use it

Multi-octave Perlin with puffy rounded features. Clouds, foam, lumpy surfaces.

It is Ridged folded the other way, so it biases the field downward by about as much as Ridged biases it up. Expect to re-tune your offset when swapping between them.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Perlin Billow 2D

2D Perlin Billow. Rounded, lumpy heightmap noise.

Perlin Billow 2D node

The Perlin Billow 2D node

When to use it

2D Perlin Billow. Rounded, lumpy heightmap noise.

Ridged's counterpart, for rolling hills and dunes rather than peaks.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Perlin FBM

Multi-octave Perlin. The default for natural-looking terrain, because real landscapes have detail at every scale and one octave does not.

Perlin FBM node

The Perlin FBM node

When to use it

Multi-octave Perlin. The default for natural-looking terrain, because real landscapes have detail at every scale and one octave does not.

Octaves cost linearly. Any octave finer than your voxel size is invisible work that also makes the mesher noisier, so match the highest frequency to the resolution you will actually bake at.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Perlin FBM 2D

2D multi-octave Perlin. The default terrain noise for heightmap-style generation.

Perlin FBM 2D node

The Perlin FBM 2D node

When to use it

2D multi-octave Perlin. The default terrain noise for heightmap-style generation.

Pair it with Position Z to make a field: amplitude * noise - z. That is the shape both erosion nodes expect to be handed.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Perlin Ridged

Multi-octave Perlin folded to emphasise sharp ridges. Mountain ranges, cracked earth, anything where FBM looks too rounded.

Perlin Ridged node

The Perlin Ridged node

When to use it

Multi-octave Perlin folded to emphasise sharp ridges. Mountain ranges, cracked earth, anything where FBM looks too rounded.

Ridged noise is biased toward its maximum. Swap it in for an FBM at the same amplitude and the whole field sits higher than it did, so the offset that used to put the surface at ground level now buries it.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Perlin Ridged 2D

2D Perlin Ridged. Sharp ridges for mountain ranges in heightmap terrain.

Perlin Ridged 2D node

The Perlin Ridged 2D node

When to use it

2D Perlin Ridged. Sharp ridges for mountain ranges in heightmap terrain.

Biased toward its maximum like every ridged fractal, so the terrain sits higher than the equivalent FBM at the same amplitude.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Perlin Turbulence

Multi-octave Perlin with a chaotic, swirling character.

Perlin Turbulence node

The Perlin Turbulence node

When to use it

Multi-octave Perlin with a chaotic, swirling character.

Its best job is as the Warp signal for a Domain Warp, or as abstract texture. As a terrain height it reads as noise rather than landscape, because the slope jumps instead of curving.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Perlin Turbulence 2D

2D Perlin Turbulence. Swirling chaos in the XY plane.

Perlin Turbulence 2D node

The Perlin Turbulence 2D node

When to use it

2D Perlin Turbulence. Swirling chaos in the XY plane.

Better as a warp source for another 2D pattern than as a height in its own right.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Simplex Billow

Smooth, rounded, lumpy. The organic counterpart to Simplex Ridged.

Simplex Billow node

The Simplex Billow node

When to use it

Smooth, rounded, lumpy. The organic counterpart to Simplex Ridged.

Cloud banks and eroded boulders rather than the ridgelines themselves.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Simplex Billow 2D

2D Simplex Billow. Rounded lumpy heightmap noise on a Simplex basis.

Simplex Billow 2D node

The Simplex Billow 2D node

When to use it

2D Simplex Billow. Rounded lumpy heightmap noise on a Simplex basis.

For terrain where Ridged looks too aggressive.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Simplex FBM

Multi-octave Simplex. Perlin FBM's job, smoother, with no directional artefacts.

Simplex FBM node

The Simplex FBM node

When to use it

Multi-octave Simplex. Perlin FBM's job, smoother, with no directional artefacts.

With no reason to prefer another basis, this is the terrain noise to start with.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Simplex FBM 2D

2D Simplex FBM. Smoother than the Perlin version and without its directional artefacts. The safest default in the 2D fractal family.

Simplex FBM 2D node

The Simplex FBM 2D node

When to use it

2D Simplex FBM. Smoother than the Perlin version and without its directional artefacts. The safest default in the 2D fractal family.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Simplex Ridged

Sharper, more mountainous ridged noise without Perlin's axis alignment.

Simplex Ridged node

The Simplex Ridged node

When to use it

Sharper, more mountainous ridged noise without Perlin's axis alignment.

Same upward bias as any ridged fractal, so re-tune the offset when you swap it in for an FBM or the ground level moves under you.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Simplex Ridged 2D

2D Simplex Ridged. Mountain ridgelines without Perlin's axis alignment.

Simplex Ridged 2D node

The Simplex Ridged 2D node

When to use it

2D Simplex Ridged. Mountain ridgelines without Perlin's axis alignment.

Same upward bias as any ridged fractal, so the offset needs re-tuning when you swap it in.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Simplex Turbulence

Swirling chaotic noise on a Simplex basis. Best as a Domain Warp source rather than directly as a height, for the same reason as its Perlin counterpart: the slope jumps.

Simplex Turbulence node

The Simplex Turbulence node

When to use it

Swirling chaotic noise on a Simplex basis. Best as a Domain Warp source rather than directly as a height, for the same reason as its Perlin counterpart: the slope jumps.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Simplex Turbulence 2D

2D Simplex Turbulence. Chaotic swirls in XY, most useful as a domain-warp source for another 2D pattern.

Simplex Turbulence 2D node

The Simplex Turbulence 2D node

When to use it

2D Simplex Turbulence. Chaotic swirls in XY, most useful as a domain-warp source for another 2D pattern.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Value Billow

Blocky lumpy noise, cheapest of the billow family. Expect visible cells at low octave counts.

Value Billow node

The Value Billow node

When to use it

Blocky lumpy noise, cheapest of the billow family. Expect visible cells at low octave counts.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Value Billow 2D

2D Value Billow. Blocky rolling noise, cheapest of the 2D billow variants.

Value Billow 2D node

The Value Billow 2D node

When to use it

2D Value Billow. Blocky rolling noise, cheapest of the 2D billow variants.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Value FBM

Multi-octave Value noise. The cheap, blockier alternative to Perlin FBM.

Value FBM node

The Value FBM node

When to use it

Multi-octave Value noise. The cheap, blockier alternative to Perlin FBM.

Worth choosing when the look is deliberately stylised or the evaluation budget is genuinely tight. Otherwise the cell structure shows through, worst of all at low octave counts.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Value FBM 2D

2D Value FBM. The cheap, blocky terrain fractal.

Value FBM 2D node

The Value FBM 2D node

When to use it

2D Value FBM. The cheap, blocky terrain fractal.

Worth it only when the stylised look is what you want or the budget is genuinely tight.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Value Ridged

Blocky ridged noise. The cell structure of the value basis is far more visible here than in the Perlin and Simplex versions.

Value Ridged node

The Value Ridged node

When to use it

Blocky ridged noise. The cell structure of the value basis is far more visible here than in the Perlin and Simplex versions.

That is either the stylised look you were after or the reason to change basis.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Value Ridged 2D

2D Value Ridged. Blocky ridgelines.

Value Ridged 2D node

The Value Ridged 2D node

When to use it

2D Value Ridged. Blocky ridgelines.

The cell structure of the value basis is very visible in ridged form. Change basis if that is not the intent.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.

Studio and Graph › Voxel › Fractal Noise

Value Turbulence

Blocky chaotic noise, and the cheapest warp source available.

Value Turbulence node

The Value Turbulence node

When to use it

Blocky chaotic noise, and the cheapest warp source available.

Its blockiness transfers straight into whatever it warps, which makes it a poor choice when the warp is meant to look organic.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
OffsetZ Number Slide the pattern along Z.
Seed Whole Number Change this for a different pattern at the same settings. The same seed always gives you the same noise.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The noise here. Roughly -1 to 1.

Studio and Graph › Voxel › Fractal Noise

Value Turbulence 2D

2D Value Turbulence. Blocky chaotic noise in XY.

Value Turbulence 2D node

The Value Turbulence 2D node

When to use it

2D Value Turbulence. Blocky chaotic noise in XY.

Its blockiness transfers into anything it warps, and it shows up fast.

Pins

Pin Type Description
Frequency Number How tight the biggest layer is. Everything else is built on top of it.
Lacunarity Number How much smaller each layer gets. At 2 every layer is half the size of the one before.
Gain Number How much quieter each layer gets. Low is crisp, high is rough and grubby.
OffsetX Number Slide the pattern along X.
OffsetY Number Slide the pattern along Y.
Seed Whole Number Change this for a different pattern at the same settings.
Octaves Whole Number How many layers to stack. Past about 8 you are paying for detail finer than your voxels can show.
Pin Type Description
Result Number The stacked noise here, the same at every height.