mx_fractal_noise_float
A procedural noise node that generates richer, more natural details than single noise by layering multiple Perlin noises of different frequencies (octaves).
Core Advantages
By layering multiple noises, it generates both macro-scale shapes and micro-scale details, offering precise control via parameters like octaves and lacunarity to create more realistic and organic procedural textures.
Common Uses
Generating procedural terrain
Simulating volumetric effects like clouds, smoke, or fire
Creating complex material surfaces (e.g., weathered rock, wood grain)
How to adjust
"Sculpt" the noise by adjusting three core parameters: increasing `octaves` adds more layers of detail (and computational cost); increasing `lacunarity` (> 2.0) makes details denser and sharper; increasing `diminish` (> 0.5) makes high-frequency details more prominent, resulting in a "noisier" pattern.
Code Examples
1// Layer 5 noises, doubling frequency and halving amplitude each time
2const fractalNoise = mx_fractal_noise_float(
3 position, // Sample position
4 int( 5 ), // octaves: Level of detail
5 float( 2.0 ), // lacunarity: Frequency growth rate
6 float( 0.5 ) // diminish: Amplitude decay rate
7);