Interactive demo

Fractal Noise

Fractal noise adds up several layers (octaves) of the same noise with rising frequency and falling amplitude. The result has detail at every scale, like real coastlines, clouds and mountains.

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  1. Octave 1×1 · 52%
  2. Octave 2×2 · 26%
  3. Octave 3×4 · 13%
  4. Octave 4×8 · 6%
  5. Octave 5×16 · 3%

Below the result, every octave is shown on its own. The bar is its share of the result.

Noise

Display

Noise types compared

NoiseOutputBuilt fromWork per sampleSmooth
Value NoiseScalar fieldRandom values on a grid4 grid pointsYes
Perlin NoiseScalar fieldRandom gradients on a grid4 grid pointsYes
Simplex NoiseScalar fieldGradients on a triangle grid3 cornersYes
Worley NoiseScalar fieldRandom feature points9 to 25 cellsNo
Blue NoisePoint setRandom candidates around existing pointsUp to 30 tries per point–
Fractal Noise this pageScalar fieldOctaves of a base noise1 base noise per octaveYes
Diamond-SquareHeightmapDisplaced midpoints of a grid4 neighbors per pointNo
Colors of NoiseSignal or imageWhite noise filtered by frequency1 FFT for all samples–
Domain WarpingScalar fieldFractal noise at warped positionsUp to 5 fractal noisesYes
Curl NoiseVector fieldDerivatives of a noise field4 noise samplesYes
Noise Terrain GeneratorHeightmapStacked noise layersLayers × octaves–

1. Octaves

Every octave is the same noise at a higher frequency. The first octave sets the large shapes, the later octaves only add finer and finer detail.

2. Lacunarity and gain

Lacunarity multiplies the frequency from one octave to the next, gain multiplies the amplitude. With the classic values 2 and 0.5, every octave has twice the detail and half the weight.

3. Variants

Turbulence folds the noise with the absolute value, which creates billowy shapes like clouds or smoke. Ridged noise turns these folds upside down into sharp crests, ideal for mountain ranges.