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.
