Cellular Noise
Menu Path : Operator > Noise > Cellular Noise
The Cellular Noise Operator allows you to specify coordinates to sample a noise value within a specified range in one, two, or three dimensions. Cellular noise (also known as “Worley noise”) creates distinct cell-like patterns. To do this, it scatters random points then calculates the distance between the nearest ones.
You can use this Operator to introduce variety to your particle attributes. A common use case is to use each particle’s position as a coordinate to sample the noise to output a new color, velocity, or position value.
Operator settings
Property | Type | Description |
---|---|---|
Dimensions | Enum | Specify whether the noise is one, two, or three dimensional. |
Type | Enum | Specify what type of noise to use. |
Operator properties
Input | Type | Description |
---|---|---|
Coordinate | Float Vector2 Vector3 |
The coordinate in the noise field to sample from.![]() The Type changes to match the number of Dimensions. |
Frequency | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.![]() |
Octaves | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.![]() |
Roughness | Float | The scaling factor Unity applies to each octave. Unity only uses roughness when Octaves is set to a value higher than 1.![]() |
Lacunarity | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.![]() |
Range | Vector2 | The range within which Unity calculates the noise. The noise stays between the X and Y value you specify here, where X is the minimum and Y is the maximum.![]() |
Output | Type | Description |
---|---|---|
Noise | Float | The noise value at the coordinate you specify. |
Derivatives | Float Vector2 Vector3 |
The rate of change of the noise for every dimension. The Type changes to match the number of Dimensions. |