# Noises

## Overview <a href="#overview" id="overview"></a>

This article provides a brief overview of World Creator's extensive noise functionality. The system is available in several different parts of World Creator (Base Shapes, Filters, Distributions), so the overall structure and all the options related to noise are explained in detail in this article to avoid overlapping information in each of the respective areas.

## Applications in World Creator <a href="#applications-in-world-creator" id="applications-in-world-creator"></a>

There are currently three areas of the World Creator where noise is used:

#### [Landscape Layers](/reference/terrain/shape-layers/landscape.md) <a href="#base-shapes" id="base-shapes"></a>

The landscape layers offers a Noise option to create the base of your terrain with the noise generator.

#### [Filters](/reference/terrain/biome/filters.md) <a href="#filters" id="filters"></a>

The filters in the Noise category offer you the typical blend modes such as addition and multiplication, as well as distortion and directional distortion while also giving you control over the [level step](/walkthrough/terrain-setup/level-step-system.md) at which they are applied.

#### [Distributions](/reference/terrain/distributions.md) <a href="#distributions" id="distributions"></a>

In addition to basic shapes and filters, you can also find the noises in distributions, which can be used for masking filters or other elements in the initial terrain creation step, as well as for materials during the texturing process.

## Available Noises <a href="#noise-types" id="noise-types"></a>

World Creator offers a variety of different noises, each of which can add a great deal of detail to your terrains. The different types are all listed below

In the distributions you'll also find Worley noise, which is a legacy version of the new Voronoi noise. It's not listed below because it's not available in filters and base shapes.

#### Billow Noise

<div><figure><img src="/files/g92bRMTWGXXUiWdGi66t" alt=""><figcaption><p>single</p></figcaption></figure> <figure><img src="/files/MYiLENEbG8Yl3HvjnCPE" alt=""><figcaption><p>fbm</p></figcaption></figure></div>

#### Gabor Noise

<div><figure><img src="/files/4UY8owPb3mGgRaXgkaWA" alt=""><figcaption><p>single</p></figcaption></figure> <figure><img src="/files/xlXFFqeo512tfqv1WJAM" alt=""><figcaption><p>fbm</p></figcaption></figure></div>

#### Perlin Noise

<div><figure><img src="/files/d3lUVnDFD3WoJc0eBvLH" alt=""><figcaption><p>single</p></figcaption></figure> <figure><img src="/files/LJsZKss360BwDb20Ijqg" alt=""><figcaption><p>fbm</p></figcaption></figure></div>

#### Phasor Noise

<div><figure><img src="/files/6XOE2bGOL70wYfGGXe3z" alt=""><figcaption><p>single</p></figcaption></figure> <figure><img src="/files/rmr0d32laKtjHMKTo9qT" alt=""><figcaption><p>fbm</p></figcaption></figure></div>

#### Ridged Noise

<div><figure><img src="/files/sXzHwNVMrjOInz3dzKOb" alt=""><figcaption></figcaption></figure> <figure><img src="/files/LmHlP2cunpSVzTQisY9I" alt=""><figcaption></figcaption></figure></div>

#### Simplex Noise

<div><figure><img src="/files/cwgv2gHaa6QCnyvAZxWm" alt=""><figcaption><p>single</p></figcaption></figure> <figure><img src="/files/hegWlyz7bihyvr94iLWs" alt=""><figcaption><p>fbm</p></figcaption></figure></div>

#### Value Noise

<div><figure><img src="/files/rQyLfZMzzdw7Ji0wUE5Q" alt=""><figcaption><p>single</p></figcaption></figure> <figure><img src="/files/Ny8q1S2Rmwo6UGXxJv09" alt=""><figcaption><p>fbm</p></figcaption></figure></div>

#### Voronoi Noise

<div><figure><img src="/files/mIAzVV7Z1jPeSGv4z2mC" alt=""><figcaption><p>distance f1</p></figcaption></figure> <figure><img src="/files/hpqm9xzKZejckn6o0GKr" alt=""><figcaption><p>cells</p></figcaption></figure></div>

<div><figure><img src="/files/FsVkgLWBVqwGbKBhBNn5" alt=""><figcaption><p>distance f1 fbm</p></figcaption></figure> <figure><img src="/files/AmmwF1B7GnU4WF8nVA2K" alt=""><figcaption><p>distance to edge</p></figcaption></figure></div>

#### Wave Noise

<div><figure><img src="/files/ovEGK12TfSv4apSWpJfr" alt=""><figcaption><p>single</p></figcaption></figure> <figure><img src="/files/AWcjfoEoILmFhx8X15Se" alt=""><figcaption><p>fbm</p></figcaption></figure></div>

#### White Noise

<div align="left" data-full-width="false"><figure><img src="/files/IG57zLBbS3jRjuWetIMc" alt="" width="375"><figcaption><p>white noise</p></figcaption></figure></div>

## Parameters <a href="#fractal-type" id="fractal-type"></a>

### Placement

These parameters allow you to position the noise on the terrain.

<table><thead><tr><th width="179.7000732421875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Offset X/Z</strong></td><td>Offsets the noise in the X &#x26; Z direction.</td></tr><tr><td><strong>Anchor X/Z</strong></td><td>Defines an anchor point used for rotation and scaling.</td></tr><tr><td><strong>Rotation</strong></td><td>Rotates the noise around the anchor position.</td></tr></tbody></table>

### Noise

These parameters control the noise generator. Some noise types may have additional parameters.

<table><thead><tr><th width="179.7000732421875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed of the noise.</td></tr><tr><td><strong>Amplitude</strong> </td><td>Controls the strength (up scale) of the noise.</td></tr><tr><td><strong>Frequency</strong></td><td>Controls the scale of the uvs used for the noise.</td></tr></tbody></table>

### Fractal Type <a href="#fractal-type" id="fractal-type"></a>

The fractal type combines multiple octaves of noise at different frequencies and amplitudes to create a more detailed and refined overall result.&#x20;

To explain octaves real quick: \
When fbm is enabled, a base noise is generated using the default settings. For each octave, the uv frequency is multiplied by the lacunarity value and the amplitude by the gain parameter, and the result is added to the previous layers. As the lacunarity and gain work recursively, the frequency and amplitude get smaller or larger with each successive step, adding finer detail at higher octaves. Ridge mode works in a similar way, although the combination of a current noise octave with the previous result is a different operation.

<div><figure><img src="/files/cwgv2gHaa6QCnyvAZxWm" alt=""><figcaption><p>single</p></figcaption></figure> <figure><img src="/files/hegWlyz7bihyvr94iLWs" alt=""><figcaption><p>fbm</p></figcaption></figure> <figure><img src="/files/SgW3f5cuKdvH6rlakSbz" alt=""><figcaption><p>ridged</p></figcaption></figure></div>

#### Parameters

<table><thead><tr><th width="219.900146484375">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Octaves</strong></td><td>The number of octaves.</td></tr><tr><td><strong>Lacunarity</strong></td><td>Increases/Decreases the frequency with each new octave.</td></tr><tr><td><strong>Gain</strong></td><td>Reduces/increases the amplitude of each new octave.</td></tr><tr><td><strong>Fine Detail (Ridged only)</strong></td><td>Adds in smaller scale detail.</td></tr></tbody></table>

### Domain Warping <a href="#domain-warping" id="domain-warping"></a>

Domain Warping offsets the UVs used for noise generation with an additional noise, creating a warped pattern with stretching. The noise used for offsetting is a Perlin noise with multiple octaves depending on the warp mode, behaving similarly to fbm.

<div><figure><img src="/files/ny3CNzeYVO0shxyyMuya" alt=""><figcaption><p>none</p></figcaption></figure> <figure><img src="/files/ZaKYLHStagahSdej5Ywr" alt=""><figcaption><p>recursive</p></figcaption></figure> <figure><img src="/files/s5iYkZX28atiLfpsIKzf" alt=""><figcaption><p>fixed</p></figcaption></figure></div>

#### **Parameters**

<table><thead><tr><th width="179.7000732421875">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Warp Mode</strong></td><td>Allows you to switch between no warping, recursive or fixed domain warping. Recursive domain warping (as opposed to fixed) applies the domain warping offset to its own generation UVs, creating a more broken up offset with each octave.</td></tr><tr><td><strong>Octaves</strong></td><td>The number of octaves.</td></tr><tr><td><strong>Amplitude</strong></td><td>The strength of the warp.</td></tr><tr><td><strong>Frequency</strong></td><td>The frequency of the warp.</td></tr></tbody></table>


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