# Palette:noise

## Summary

The Noise COMP generates a variety of noise patterns based on the selected noise type. More information about how the noise patterns are calculated can be found on this blog by Brian Sharpe.

## Parameters - Noise Page

Help `Help` - Opens this page.

Version `Version` - Current version of this COMP.

Type `Type` - - The noise function used to generate noise. The functions available are:
• Value 2D `value2d` -
• Value 3D `value3d` -
• Value 4D `value4d` -
• Perlin 2D `perlin2d` -
• Perlin 3D `perlin3d` -
• Perlin 4D `perlin4d` -
• Value Perlin 2D `valueperlin2d` -
• Value Perlin 3D `valueperlin3d` -
• Cubist 2D `cubist2d` -
• Cubist 3D `cubist3d` -
• Cellular 2D `cellular2d` -
• Cellular 3D `cellular3d` -
• Polkadots 2D `polkadot2d` -
• Polkadots 3D `polkadot3d` -
• Stars 2D `stars2d` -
• Simplex Perlin 2D `simplexperlin2d` -
• Simplex Polkadot 2D `simplexpolkadot2d` -
• Simplex Cellular 2D `simplexcellular2d` -
• Simplex Perlin 3D `simplexperlin3d` -
• Simplex Cellular 3D `simplexcellular3d` -
• Simplex Polkadots 3D `simplexpolkadot3d` -
• Hermite 2D `hermite2d` -
• Hermite 3D `hermite3d` -
• Value Hermite 2D `valuehermite2d` -
• Value Hermite 3D `valuehermite3d` -
Derivative `Derivative` - Calculates the derivative of certain noise function.

Amplitude `Amp` - Defines the noise value's amplitude (a scale on the values output).

Offset `Offset` - Defines the midpoint color of the noise pattern, the default is 0.5 grey.

Translate `T` - - The Translate, Rotate, Scale and Pivot parameters let you sample in a different part of the 3D noise space. Imagine a different noise value for every XYZ point in space. Normally, the Noise CHOP samples the noise space from (0,0,0) along the X-axis in steps of 2/period. /tx /ty /tz /rx /ry /rx /sx /sy /sz /px /py /pz

By changing the transform, you are translating, rotating and scaling the line along which the Noise CHOPs samples the noise space. A slight Y-rotation is like walking in a straight path in the mountains, recording your altitude along the way, then re-starting from the same initial location, walking in a slightly different direction. Your altitude starts off being similar but then diverges.

• Translate `Tx` -
• Translate `Ty` -
• Translate `Tz` -
Translate 4D `T4d` - When using a 4D noise type, this applies a translation to the 4th coordinate. The previous transformation parameters do not affect the 4th coordinate.

Blend Value `Blend` - Sets blend value for Value Perlin 2D and Value Perlin 3D.

Clamp Min `Clampmin` - Sets the clamp minimum for Cubist 2D and Cubist 3D Noise.

Clamp Max `Clampmax` - Sets the clamp maximum for Cubist 2D and Cubist 3D Noise.

Scale `S` - - The Translate, Rotate, Scale and Pivot parameters let you sample in a different part of the 3D noise space. Imagine a different noise value for every XYZ point in space. Normally, the Noise CHOP samples the noise space from (0,0,0) along the X-axis in steps of 2/period. /tx /ty /tz /rx /ry /rx /sx /sy /sz /px /py /pz

By changing the transform, you are translating, rotating and scaling the line along which the Noise CHOPs samples the noise space. A slight Y-rotation is like walking in a straight path in the mountains, recording your altitude along the way, then re-starting from the same initial location, walking in a slightly different direction. Your altitude starts off being similar but then diverges.

• Scale `Sx` -
• Scale `Sy` -
• Scale `Sz` -
Scale 4D `S4d` - When using a 4D noise type, this changes the scale of 4th coordinate.

Radius Min `Radiusmin` - Sets the minimum radius of the points in Stars 2D, Simplex Polkadot 2D and Simplex Polkadot 3D.

Radius Max `Radiusmax` - Sets the maximum radius of the points in Stars 2D, Simplex Polkadot 2D and Simplex Polkadot 3D.

Probability `Probability` -

Dimness `Dimness` - Sets the Dimness for the points in Stars 2D, Simplex Polkadot 2D and Simplex Polkadot 3D.

Value `Value` - Sets the Value for Value Hermite 2D and Value Hermite 3D.

Gradient `Gradient` - Sets the Gradient for Value Hermite 2D and Value Hermite 3D.

Normalization `Normalization` - Sets the Normalization for Value Hermite 2D and Value Hermite 3D.

Pixel Format `Format` - - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.
• Use Input `useinput` - Uses the input's pixel format.
• 8-bit fixed (RGBA) `rgba8fixed` - Uses 8-bit integer values for each channel.
• sRGB 8-bit fixed (RGBA) `srgba8fixed` - Uses 8-bit integer values for each channel and stores color in sRGB colorspace.
• 16-bit float (RGBA) `rgba16float` - Uses 16-bits per color channel, 64-bits per pixel.
• 32-bit float (RGBA) `rgba32float` - Uses 32-bits per color channel, 128-bits per pixels.
• 10-bit RGB, 2-bit Alpha, fixed (RGBA) `rgb10a2fixed` - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel.
• 16-bit fixed (RGBA) `rgba16fixed` - Uses 16-bits per color channel, 64-bits total per pixel.
• 11-bit float (RGB), Positive Values Only `rgba11float` - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue Channel, 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite).
• 16-bit float (RGB) `rgb16float` -
• 32-bit float (RGB) `rgb32float` -
• 8-bit fixed (Mono) `mono8fixed` - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel.
• 16-bit fixed (Mono) `mono16fixed` - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
• 16-bit float (Mono) `mono16float` - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
• 32-bit float (Mono) `mono32float` - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel.
• 8-bit fixed (RG) `rg8fixed` - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel.
• 16-bit fixed (RG) `rg16fixed` - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
• 16-bit float (RG) `rg16float` - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
• 32-bit float (RG) `rg32float` - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel.
• 8-bit fixed (A) `a8fixed` - An Alpha only format that has 8-bits per channel, 8-bits per pixel.
• 16-bit fixed (A) `a16fixed` - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
• 16-bit float (A) `a16float` - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
• 32-bit float (A) `a32float` - An Alpha only format that has 32-bits per channel, 32-bits per pixel.
• 8-bit fixed (Mono+Alpha) `monoalpha8fixed` - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel.
• 16-bit fixed (Mono+Alpha) `monoalpha16fixed` - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
• 16-bit float (Mono+Alpha) `monoalpha16float` - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
• 32-bit float (Mono+Alpha) `monoalpha32float` - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.

## Operator Inputs

• Input 0: in1 -

## Operator Outputs

• Output 0 -

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