Fractal Sum

Generators / Noises

Multi-octave fractal noise over a selectable basis, with fbm, turbulence, ridged, and hybrid-multifractal combination modes. A no-clip tone map keeps every mode gradeable without clipping. Band-limited for resolution invariance and seamless under any lacunarity.

Select a node to adjust its parameters. Double-click a node to inspect.

Parameters

ParameterTypeDefaultRangeDescription
basis
Basis
enumperlinThe noise function summed across octaves.
  • perlin : Gradient lattice noise. The smooth, familiar default.
  • simplex : Gradient noise on a triangular lattice. Less axis-aligned bias than Perlin.
mode
Mode
enumfbmHow octaves are combined.
  • fbm : Fractal Brownian motion. Plain sum of octaves, soft and cloudy.
  • turbulence : Sum of absolute values. Dark creases at every zero crossing, billowy smoke.
  • ridged : Sharp ridge lines that carry detail over smooth valleys. Ridged multifractal.
  • hybrid_multifractal : Musgrave hybrid multifractal: flat lowlands with rugged, detailed highlands. The classic terrain multifractal.
scale
Scale
int41 to 64Number of cells across the texture in the base octave. Higher = smaller base features.
octaves
Octaves
float31 to 6Number of noise layers. Fractional values fade the finest octave in smoothly. The slider stops at 6, but you can type a higher value (up to 12) for extra fine detail at high resolution. Octaves beyond the resolution limit fade out automatically.
roughness
Roughness
float0.50 to 1Amplitude falloff per octave. Higher keeps more fine detail; lower emphasizes the base octaves.
disorder
Disorder
float00 to 1Morphs the pattern per octave for variation or looping animation. Values 0 and 1 match for a seamless loop.
disorder_speed
Disorder Speed
float10 to 4Multiplier on the per-octave disorder morph.
offset
Offset
vec2[0, 0]-1 to 1Pans across the infinite noise plane. Different positions produce different tileable patterns.
seed
Seed
float00 to 100Random seed for noise variation.

Outputs

  • output (default format: r32float)