Geometry & 3D node

Geometry Noise

Displaces every vertex by fractal gradient noise — a sphere becomes a planet, a plane becomes terrain, a sweep becomes coral. Along Normals pushes in and out of the surface; XYZ shoves freely in space. Noise Scale sets the feature size, Detail adds octaves of finer grain, Time slides the field so the surface crawls (cable a clock or an LFO), and Seed re-rolls a reproducible universe. Normals are recomputed after the displacement.

Inputs

PortTypeDefault
GeometryThe mesh to displace. Feed it through Geometry Subdivide first if it is low-poly — noise needs vertices to bite into.structure—
ModeAlong Normals pushes in and out of the surface (a sphere becomes a planet); XYZ shoves each vertex freely in space (a shape becomes a blob).int0
AmountDisplacement strength, in scene units.float0.2
Noise ScaleFeature size: small values = large slow hills, large values = fine grain.float2
DetailOctaves of finer noise layered on top, 1 to 4.int3
TimeSlides the noise field through space so the surface CRAWLS — cable a clock or an LFO.float0
SeedRe-rolls a different but reproducible universe. The same seed is the same shape tomorrow.int0

Outputs

PortType
GeometryThe mesh to displace. Feed it through Geometry Subdivide first if it is low-poly — noise needs vertices to bite into.structure
Vertex Countint
Triangle Countint

How It Works

Geometry Noise displaces every vertex by fractal gradient noise: a sphere becomes a planet, a plane becomes terrain, a sweep becomes coral.

Along Normals pushes in and out of the surface, which preserves the silhouette's character; XYZ shoves vertices freely in space, which distorts it. Noise Scale sets the feature size, Detail adds octaves of finer grain, Time slides the field so the surface crawls — cable a clock or an LFO — and Seed re-rolls a reproducible universe.

Normals are recomputed after the displacement.

Use Cases

  • Planets and asteroids — An ico-sphere, subdivided, with a little noise along its normals.
  • Terrain — A subdivided plane; Detail controls how rugged it reads.
  • Organic surfaces — Coral, bark, skin, cloth, all from the same node with different scales.
  • Living motion — Time from a clock makes the surface crawl without any simulation.
  • Break up perfection — A tiny amount of noise stops a primitive from looking computer-generated.

Tips

  • Subdivide first. Noise can only move the vertices that exist.
  • Noise Scale is a spatial frequency — larger values mean smaller, denser features.
  • Detail is octaves; each one costs, and beyond three or four the added grain is usually invisible.
  • Along Normals for surfaces, XYZ for wobbling a whole object out of shape.
  • Drive Time from a Timeline rather than the wall clock when you need a deterministic render.

Open Geometry Noise in the interactive catalog →

Geometry Noise is one of 381 nodes in Grafit Pro.

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