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Noise Settings

The Noise height tool and the Noise filter make a noise pattern: a random-looking pattern of high and low values, for rough, natural ground. Both use the same noise settings. This page explains each of them.

  • The Noise tool raises or lowers the ground by the pattern.
  • The Noise filter uses the pattern to limit where a brush works.
The Noise tool section with its Preview and Preset rows

Start from a preset​

  1. Pick the Noise tool, or add a Noise filter.
  2. In Preset, pick a ready-made noise, such as Perlin or Ridge. Every value below changes to the preset's values.
  3. Look at the Preview. Drag it to move the noise, and scroll on it to zoom.
  4. Change Scale to make the pattern bigger or smaller. Preset changes to Custom.

The settings​

OptionWhat it does
Coordinate SpaceWorld: the noise stays in place on the ground, so the stamps of a stroke fit together. Brush: the noise moves and turns with the brush.
PreviewA picture of the noise. Gray is above the middle, cyan below. It shows 512 m in world space, or the brush in brush space. Drag it to move the noise, scroll to zoom.
PresetReady-made noise settings: Billow, Perlin, Ridge, Smooth Rock, Value, Voronoi and Warped Ridge. Picking one replaces every value below. Editing a value sets it back to Custom.
Noise TypeThe base noise: Perlin, Billow, Ridge, Value or Voronoi.
Fractal TypeHow layers of the noise are stacked. Fbm, the usual kind, adds finer and fainter layers. Strata turns them into bands, like rock layers. None uses the base noise alone.
OctavesHow many layers. A fraction blends toward one more.
AmplitudeThe strength of the first layer.
PersistenceHow much weaker each layer is than the one before.
FrequencyThe frequency of the first layer.
LacunarityHow much finer each layer is than the one before.
Strata OffsetStrata only. Shifts the bands up or down.
Strata ScaleStrata only. A higher value makes more bands.
Domain WarpBends the noise by itself, for swirls and turbulence.
Warp IterationsHow many times the noise bends itself.
Warp StrengthHow far each bend pushes.
Warp OffsetWhere the bends sample the noise.
TranslationMoves the noise. Changing Y gives a different pattern in the same place.
RotationTurns the noise, in degrees. Y turns it on the ground.
ScaleNoise cells in every 512 m in world space, or across the brush in brush space.
Flip X, Flip ZMirror the noise on that axis.

Rows that do nothing for the picked Fractal Type are hidden.

The Noise node of the Terrain Graph has the same noise in its Unity style. See Nodes.