Generates a texture following the pattern defined by the Noise Type.

  • Noise Type: The pattern to generate. See Noise Types
  • Min Max Height: The minimum and maximum value of height that the pattern will take. It is recommended to consider the units to be the same as your scene. Ex: A maximum of 2 should represent a maximum height of 2 meters.
  • Tile Size: The scale of the pattern.

Scale of 40

Scale of 100

Scale of 300

  • Octaves: Represent how many frequencies are going to be used for the generation of noise. More octaves means more low-level detail but slightly more expensive. It is recommended to keep the value of octaves between 1 and 10.

1 Octave

2 Octaves

8 Octaves

  • Rotation: A rotation matrix that gets applied to the noise.
  • Lacunarity: Enabled if there is more than 1 octave. Defines how each frequency is scaled for the subsequent passes. Normally the value should stay around 2 to 10.

2 Octaves, 2 Lcaunarity

2 Octaves, 8 Lacunarity

  • Persistence: Enabled if there is more than 1 octave. Defines how much is the amplitude reduced between octaves.

2 Octaves, 2 Lacunarity, 0 Persistance

2 Octaves, 2 Lacunarity, 1 Persistance

  • Smooth Voronoi: Allows for smoothness of the edges of the Voronoi function.
  • Ridge Mode: Folds the noise values through the middle to create a ridge like effect.
  • Fixed Seed: Since Voronoi allows to give diferent faces of the same coin I added the option for a fixed seed mode, where you can set to true so that you can generate multiple diferent typoes of noise that follow the same pattern.

Noise Types

Currently available patters to generate using the Noise Node

Voronoi F1

Voronoi F2

Voronoi F1F2

Voronoi Index

Examples

Crop Pattern

Notes

We’ll start by creating a Voronoi Noise node and setting the Noise Type to Voronoi Index. This gives us flat regions with a single value across each region, which we can isolate using a Select Mask.

This mask defines the area where the pattern should appear. To smooth the boundary, we first blur the Voronoi noise with the Blur node, then reselect our region. Finally, we use Apply Mask to ensure that no values appear outside the selected area.

With our masked zone in place, we can use a Function node to generate the desired pattern and combine it with the Apply Mask node.

To break up uniformity, we then apply some warping to the entire pattern using the Warp node.

Node system

Result