mx_noise_float
A procedural noise generator based on Perlin noise, creating smooth, natural cloud-like patterns with built-in controls for amplitude (contrast) and pivot (offset).
Core Advantages
Encapsulates the common workflow of 'generating noise, adjusting contrast, and offsetting the baseline' into a single node, greatly simplifying the creation of organic textures, dynamic effects, and geometric deformations without texture maps.
Common Uses
Procedurally generating natural textures like marble or rock
Creating undulating terrain or water waves via vertex displacement
Making dynamic effects like flowing lava or smoke with time
Creating natural masks for blending different materials
How to adjust
Adjust via its three core inputs: 1. Scale the `texcoord` input (e.g., `uv().mul(10)`) to change the noise pattern's density and size. 2. Adjust `amplitude` to control contrast. 3. Adjust `pivot` to shift the overall value range. Setting `amplitude` to 0.5 and `pivot` to 0.5 is the classic way to map it to the [0, 1] range. Adding `timer()` to `texcoord` animates the pattern.
Code Examples
1// Remap the noise output from [-1, 1] to the [0, 1] range
2const normalizedNoise = mx_noise_float( uv().mul(5), 0.5, 0.5 );