mx_unifiednoise3d
Unified 3D noise node supporting Perlin, Cell, Worley and Fractal noise types. Accepts position, frequency, offset, jitter and fractal parameters and returns a float useful for color, displacement or volume driving.
Core Advantages
Aggregates multiple noise algorithms under one interface for easy switching and parameterization. Supports fractal multi-octave noise (octaves/lacunarity/diminish), output remapping and optional clamping for flexible reuse in many visual effects.
Common Uses
Procedural textures and surface detail
Vertex displacement and deformation driving
Volume noise sampling (clouds, smoke, fog, nebulae)
Random-field masks and blends (Worley/Cell features)
How to adjust
noiseType: 0=Perlin,1=Cell,2=Worley,3=Fractal. freq controls spatial scale (larger -> finer detail); offset shifts sampling space; jitter affects Worley distance; outmin/outmax remap output range; clampoutput forces output into [outmin,outmax]; for fractal noise adjust octaves (layers), lacunarity (frequency multiplier) and diminish (amplitude falloff) to change detail layering.
Code Examples
1<Canvas>
2 <mesh>
3 <sphereGeometry args={[0.6, 128, 128]} />
4 {/* Use noise as displacement or color driver. noiseType: 0=Perlin,1=Cell,2=Worley,3=Fractal */}
5 <meshStandardNodeMaterial
6 // feed positionLocal or uv as the sample position
7 displacementNode={ mx_unifiednoise3d( 3, positionLocal, vec3(2.0), vec3(0.0), 1.0, 0.0, 1.0, false, 4, 2.0, 0.5 ).mul( 0.12 ) }
8 colorNode={ color( mx_unifiednoise3d( 0, positionLocal.mul(0.5), vec3(1.5), vec3(0.0), 1.0, 0.0, 1.0 ).rgb ) }
9 />
10 </mesh>
11</Canvas>