Tileable Noise Generator
Make seamless Perlin, value, and Worley noise for shaders, masks, displacement, and VFX, with FBM controls and a tiled preview so you can trust the edges. Everything renders in this tab; nothing uploads.
Choose the noise type, set the feature size with frequency, then add detail with octaves and persistence. Leave tileable on for material work, reroll the seed until the pattern feels right, and download the PNG.
The Noise Types
| Type | Look | Typical uses |
|---|---|---|
| Perlin | Smooth, rolling, organic | Clouds, terrain height, dissolve masks, water, wear masks |
| Value | Similar to Perlin but blockier, more axis-aligned | Cheap variation masks, retro looks, stylised breakup |
| Worley F1 | Cellular - dark cell centres, bright borders | Caustics, scales, cracked mud, foam, stone |
| Worley F2 | Softer cellular, second-closest feature point | Organic tissue, bubbles, softer cell looks |
| Worley F2 - F1 | Thin dark cell borders - a crack network | Cracks, cell walls, voronoi outlines, leather |
Octaves & Persistence
Fractal Brownian motion (FBM) adds several layers of noise. Each octave doubles the frequency, while persistence controls its contribution. At 0.5, each octave contributes half as much as the previous one. Increase it for more fine detail, or reduce it for smoother shapes. Baking the result lets a shader sample a texture instead of calculating those layers every pixel; measure the trade-off in your material.
You can use the same layering approach in HLSL or VEX. A baked texture is useful when you don’t need the noise to change at runtime.
How Tiling Works
With tileable ticked, the noise lattice wraps at the texture border - the gradient at the right edge is the gradient at the left edge, so the pattern repeats with no visible seam in either direction. Each FBM octave doubles the period, which keeps every layer seamless too. Use the preview 2x2 tiled toggle to see the texture repeated and confirm there's no seam.
Start with a modest resolution and inspect the texture at the distance it will be seen. Tiling can reduce the resolution you need, but it also makes repetition more visible. A 512×512 texture has a sixteenth as many pixels as a 2048×2048 texture; whether it looks good enough depends on the pattern and how it’s used.
Noise is data, not colour - untick sRGB when importing into your engine, and consider a single-channel compression format (BC4 in Unreal) since the map is greyscale.
Privacy
Your input files and calculations are processed in this browser tab. The tool doesn’t upload them. The site uses Google Analytics for site usage; see how the site works.
