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Noise Texture Generator

Module: Tech · Category: TextureGenerators · Tool ID: NoiseTextureGenerator

Procedural noise texture generator with 14 noise / pattern types. Covers FBM-stacked noise (Perlin, Simplex, Value, FBM, Ridged, Billow, Curl, Domain-Warped FBM), Worley/Voronoi cellular noise (F1, F2, F2-F1), and procedural patterns (Radial, Directional, Vortex). Configurable scale, octaves, lacunarity, persistence, seed, channel output, and post-processing (brightness / contrast / power). Seamless tiling toggle.

Screenshot 01 — Hero shot — Tool open with Perlin FBM generated, preview visible, parameter sliders configured.


  • Detail textures (rust, dirt, surface variation) without leaving UE
  • Mask generation for material blending
  • VFX displacement / noise inputs
  • Procedural pattern overlays (Vortex / Radial / Directional)
  • Worley cellular for stylized cracks / membrane / cell patterns
  • Don’t use this for runtime procedural — output is a static texture
  • Don’t expect 3D noise volumes — 2D output only

  1. Open the EQLabs Hub and search for Noise (or browse to Tech → TextureGenerators)
  2. Click the tool card
  3. Pick noise type, configure, click Generate Preview

TypeDescription
PerlinClassic Perlin noise (FBM-stackable)
SimplexImproved-Perlin variant, faster, fewer artifacts
ValueHash-based value noise — blocky character
FBMExplicit FBM with Perlin base
Ridged`1 -
Billow`
CurlCurl noise from FBM scalar field — flow-like swirls
Domain-Warped FBMOrganic, non-repeating shapes
Worley F1Closest-point distance — solid cells
Worley F2Second-closest distance — borders
Worley F2-F1F2 - F1 — ridged cells / membrane
RadialRadial gradient from center
DirectionalLinear gradient along an angle
VortexSpiral pattern
FieldWhat it doesDefault
ResolutionOutput texture size256
ScaleFrequency scale10.0
OctavesFBM stacking levels4
LacunarityFrequency multiplier per octave2.0
PersistenceAmplitude multiplier per octave0.5
SeedRNG seed0
OffsetUV offset(0, 0)
SeamlessTileable outputfalse
InvertInvert outputfalse
Channel OutputGrayscale / RGB / RGBAGrayscale
Warp Strength(Domain-Warped FBM only)0.3
Pattern Center / Angle / Falloff / Vortex FrequencyPattern-mode paramsvarious
FieldWhat it doesDefault
BrightnessAdd to value0.0
ContrastMultiply around midpoint1.0
PowerPow curve1.0

Quick-pick built-in presets covering common use cases.

Screenshot 02 — Worley pattern — Worley F2-F1 mode generated, ridged-cell preview visible.


  1. Pick FBM or Domain-Warped FBM
  2. Set Scale, Octaves to taste (Scale=10, Octaves=4 is a good start)
  3. Toggle Seamless if the output will tile
  4. Click Save as UE Asset
  1. Pick Vortex
  2. Set Pattern Center ((0.5, 0.5) for center)
  3. Set Vortex Frequency (6 is moderate; raise for tighter spiral)
  4. Generate

Per-tool parameters persist to [Project]/Saved/EQLabs/Settings/NoiseTextureGenerator.json.


  • UTexture2D asset — via Save as UE Asset
  • PNG file — via Export
  • Channel output controls grayscale vs RGB vs RGBA

  • Seamless tiling has a small cost — wraps coordinates and blends edges. If the texture won’t tile, leave it off
  • Worley distance modes are different patterns — F1 = solid cells, F2 = boundaries, F2-F1 = ridged cells/membrane
  • Domain-Warped FBM is the most “natural” looking option — best default for organic textures
  • Curl noise is great for flow maps — but Flow Map Studio has a dedicated tool


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