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
Add the Perlin Noise 2D node.
Feed in a "location" — a Vector, often from Vector Centroid (sample at each geometry's center) or Construct Vector.
Adjust "scale" for how gradual the variation is, and "octaves" for how much fine detail is layered in.
Use the 0–1 "value" output with Remap to drive a height, color, or any other numeric property.