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
| Port | Type | Default |
|---|---|---|
| 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). | int | 0 |
| AmountDisplacement strength, in scene units. | float | 0.2 |
| Noise ScaleFeature size: small values = large slow hills, large values = fine grain. | float | 2 |
| DetailOctaves of finer noise layered on top, 1 to 4. | int | 3 |
| TimeSlides the noise field through space so the surface CRAWLS — cable a clock or an LFO. | float | 0 |
| SeedRe-rolls a different but reproducible universe. The same seed is the same shape tomorrow. | int | 0 |
Outputs
| Port | Type |
|---|---|
| GeometryThe mesh to displace. Feed it through Geometry Subdivide first if it is low-poly — noise needs vertices to bite into. | structure |
| Vertex Count | int |
| Triangle Count | int |
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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