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Fast Noise Texture Node

By Kriss Norde

The Fast Noise Texture generates resolution-independent 2D or 3D procedural noise. It is the 3D equivalent of the classic 2D FastNoise. Perfect for bump maps, displacement maps, clouds, organic textures - and anything that needs coherent random variation.

Overview

Fast Noise Texture creates procedural noise - no source image needed. Two key modes:

  • 2D mode - uses the object's UVs, animatable with Seethe.
  • 3D mode - uses UVW coordinates (including Z), a seamless volumetric texture on complex geometry.

Advantage: no visible tiling, no UV artifacts at the poles (spheres), infinite resolution.

Where to find this node

  • Effects Library: Tools > 3D > Texture > Fast Noise Texture
  • Quick add: right-click in the Node Editor → Add Tool > 3D > Texture > Fast Noise Texture

Inputs

  • SourceMaterial - optional. Accepts a 2D image or a 3D material. If connected, the noise modulates that source. Otherwise, the noise is the direct output.

Setup

For a procedural bump map:

Fast Noise Texture → Bump Map → Blinn (Bump input) → Shape 3D

For displacement:

Fast Noise Texture → Displace 3D (Blur Image) → subdivided Shape 3D plane → Merge 3D

Output Mode: 2D vs 3D

2D
Uses the object's UVs. Supports animation (Seethe). Limitation: the texture "tears" at UV seams (sphere poles, edges of a badly unwrapped cube).
3D
Uses 3D UVW coordinates. A seamless volumetric texture - works on any geometry without seams. But no Seethe animation (no time parameter).

Rule: 2D to animate (moving clouds, rippling water), 3D for static seamless textures (rock, marble).

Controls tab

Detail
Level of detail of the noise. Higher = more fine frequencies added (multi-octave fractal noise). Also increases render time.
Brightness
Overall brightness of the noise.
Contrast
Contrast. Boosts the extremes of the noise. Useful to separate bright areas from dark ones.
Scale
Scale of the noise along the UV axis. Low = large pattern, high = fine pattern.
Scale Z (3D only)
Scale along the W axis (perpendicular to UV). Lets you stretch the noise in depth.
Discontinuous
Creates hard edges in the noise instead of a smooth transition. Gives a "topographic map", granite or stylized look.
Invert
Inverts the pattern (positive → negative).
Material ID
Identifier for AOVs.

Animation: Seethe (2D only)

In 2D mode, the noise can evolve over time - this is not possible in 3D mode.

Seethe
Gently varies the pattern. Animatable to create smooth motion (like rippling clouds).
Seethe Rate
Speed of the automatic frame-by-frame drift of the pattern. Higher = faster motion. Automates the animation without keyframes.

Animated Seethe + a high Seethe Rate = a texture that "lives", ideal for fire, water, clouds.

Use cases

  • Procedural bump map - 3D Fast Noise Texture → Bump Map → Blinn = an instant rough surface with no texture file.
  • Terrain displacement - 2D Fast Noise Texture with high Detail → Displace 3D on a highly subdivided plane = rocky terrain.
  • Animated clouds - 2D mode + moderate Seethe Rate + high Contrast → a cloud texture scrolling on a sky plane.
  • Marble / rock - 3D mode with Discontinuous + high Contrast → a veined marble pattern, seamless even on complex geometry.
  • Variation mask on a color map - connect a Fast Noise Texture to the SourceMaterial to modulate an existing texture (clean / dirty surface based on the noise).
  • Magic distortion effect - fast animated Seethe + Displace = visual hallucination / heat haze effect.
  • Wood grain - 3D mode with very different Scale in X/Y vs Z (e.g. Scale X=1, Scale Z=0.05) = convincing wood rings.

Tips

  • 3D mode by default to avoid problematic UV seams. Switch to 2D only if you need animation.
  • Detail 3+ is expensive - each level adds an octave of noise. Keep it low for previews, raise it for the final render only.
  • Discontinuous for style - breaks the standard smooth "cloud" look. Interesting for rocky textures, magnetic compass needles, glitch effects.
  • Seethe Rate > 0 = automatic animation with no keyframes. For more controlled animation, animate Seethe itself.
  • Combine with Falloff - a Falloff whose 2 materials use different noises gives complex effects very quickly.
  • 3D noise on a deformed object - unlike 2D textures that slide with the deformation, 3D noise stays "locked" in the volume. Perfect for morphing without texture sliding.