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Perlin Noise 2D

Generate 2D perlin noise

Written by Holly Conrad Smith

Use this to generate smooth, natural-looking randomness — for example, varying building heights, roof colors, or material choices across a site so they read as organically varied rather than uniform or randomly noisy.

Category: Construct Geometry

Kind: Operation

Description: generate 2D perlin noise

Inputs

Name

Abbreviation

Type

Access

Description

location (optional, default origin)

L

Vector

Item

the location to sample the noise at

scale (optional, default 1)

S

Number

Item

larger values make the noise pattern smoother and more gradual; smaller values make it more chaotic

octaves (optional, default 8, range 1-16)

O

Number

Item

how many layers of finer detail to add on top of the base pattern

seed (optional, default 0)

Sd

Number

same seed always produces the same noise pattern — change it to get a different pattern

Outputs

Name

Abbreviation

Type

Access

Description

value

V

Number

Item

the generated noise value at the given location, between 0 and 1

How to

  1. Add the Perlin Noise 2D node.

  2. Feed in a "location" — a Vector, often from Vector Centroid (sample at each geometry's center) or Construct Vector.

  3. Adjust "scale" for how gradual the variation is, and "octaves" for how much fine detail is layered in.

  4. Use the 0–1 "value" output with Remap to drive a height, color, or any other numeric property.

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