NoiseFbm Node
Fractal noise is a mathematical algorithm used to generate complex and detailed patterns characterized by self-similarity across different scales.

Category
Primitive/Coherent
Inputs
| Name | Type | Description |
|---|---|---|
| control | VirtualArray | Control parameter, acts as a multiplier for the weight parameter. |
| dx | VirtualArray | Displacement with respect to the domain size (x-direction). |
| dy | VirtualArray | Displacement with respect to the domain size (y-direction). |
| envelope | VirtualArray | Heightmap used as a post-process amplitude multiplier for the generated noise. |
Outputs
| Name | Type | Description |
|---|---|---|
| output | VirtualArray | Generated noise. |
Parameters
| Name | Type | Description |
|---|---|---|
| Spatial Frequency | Wavenumber | Base spatial frequencies in the X and Y directions. The frequencies are defined with respect to the entire domain: for example, kw = 2 produces two full oscillations across the domain width (and similarly for the Y direction). |
| Lacunarity | Float | The frequency scaling factor for successive noise octaves. Higher values increase the frequency of each successive octave. |
| Type | Enumeration | Base primitive noise. Available values: OpenSimplex2, OpenSimplex2S, Perlin, Perlin (billow), Perlin (half), Value, Value (cubic), Worley, Worley (doube), Worley (value). |
| Octaves | Integer | The number of octaves for fractal noise generation. More octaves add finer details to the terrain. |
| Persistence | Float | The amplitude scaling factor for subsequent noise octaves. Lower values reduce the contribution of higher octaves. |
| Gain | Float | Mid-centered gain transformation applied to the elevation values. This is a non-linear recurve operator centered around the mid elevation (typically 0.5). Increasing the gain pushes values toward the minimum and maximum elevations, creating flatter low/high regions with a steeper transition around the midpoint. |
| Gamma | Float | Standard gamma correction applied to the elevation values. This is a monotonic power-law remapping that shifts emphasis toward low or high elevations, making the overall shape sharper or bulkier without changing its ordering. |
| Invert Output | Bool | Inverts the output values after processing, flipping low and high values across the midrange. |
| Remap Range | Value range | Linearly remaps the output values to a specified target range (default is [0, 1]). |
| Saturation Range | Value range | Modifies the amplitude of elevations by first clamping them to a given interval and then scaling them so that the restricted interval matches the original input range. This enhances contrast in elevation variations while maintaining overall structure. |
| Smoothing Radius | Float | Defines the radius for post-processing smoothing, determining the size of the neighborhood used to average local values and reduce high-frequency detail. A radius of 0 disables smoothing. |
| Seed | Random seed number | Random seed number. The random seed is an offset to the randomized process. A different seed will produce a new result. |
| Weight | Float | Controls how much higher FBM octaves contribute to the noise based on local elevation. A higher weight suppresses high-frequency octaves at low elevations and increases their influence at higher elevations, producing terrain where fine details appear mainly near peaks while lower areas remain smoother. |
Example
No example yet
No example available for this node.