This node applies fractal noise to the shading of a material node. This can be used to deform, recolour and change the lighting on a mesh.

Fractal Type
A FBM fractal – B Turbulence – C Ridged Multi Fractal – D Marble
A Output channel normal – B Output channel RGBA – C Shader pass vertex – D OutPut channel position, Shader passe vertex
Texture Coordinate
OutPut channel texture coordinate, Shader pass vertex
Example Nodegraph


Name Description
Position X Move its position along the x-axis in local space.
Position Y Move its position along the y-axis in local space.
Position Z Move its position along the z-axis in local space.
Rotation Heading Rotate the object about the y-axis.
Rotation Pitch Rotate the object about the x-axis.
Rotation Bank Rotate the object about the z-axis.
Scale X Scale along the x-axis.
Scale Y Scale along the y-axis.
Scale Z Scale along the z-axis.

Inherit Transform Channels

Toggle which transform channels should be inherited. By default, all are on.

Shading Node Attributes

Name Description
Mapping Type What kind of mapping is to be applied.
  • World Position, the position of each vertex relative to the scene world space (most commonly used with Spherical, Planar, Perspective mappings).
  • Object Local Position, the position of each vertex relative to the objects local space.
  • View-Space Position, the position of each vertex relative to the cameras view.
  • Texture Coordinate, the position of each vertex relative to the objects texture coordinates.
  • World Normal, the world normals after transformations are applied.
Output Channel Which channel will be affected by the fractal noise.
  • Colour RGBA, Output colour & alpha channels
  • Colour RGB, Output colour channels only
  • Colour Alpha, Output alpha channel only
  • Normal, Output to normals
  • Texture Coordinate, Output to texture coordinates
  • Position, Output to texture positions
Blend Mode How the new texture or deformation will blend with the current object. See Blend Modes for more details.
Shader Pass How the final modified shading is applied to the shape.
  • Vertex, The shading is only changed from vertex to vertex.
  • Tessellation, The shading is applied as the model is tessellated. only functions with Tessellation Enabled in connected objects.
  • Pixel, The shading is applied per pixel in screen space, so it will always be applied optimally.
Blend Amount The amount the generator is blended with the output.

Fractal Noise Attributes

Name Description
Noise Type
Noise Threshold Minimum value threshold for where the noise will be generated.
Ramp Power Change how the gradient changes between the high and low values.
Scale Scale the size of any noise generated.
Offset Amount Offset the the minimum value.
Num Octaves How many time the noise generation is iterated.


Name Description Typical Node Input
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null


Can be chained with other Shading nodes for more complex shading systems.