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FUSION · NODE REFERENCE

FastNoiseTexture

Procedural 2D/3D material noise

FastNoiseTexture [3FN] produces a procedural UV/UVW material: optional SourceMaterial, two sampling modes, animation in 2D only, and a typed 3D-render workflow.

3D TextureIntermediate

FastNoiseTexture

Overview

What FastNoiseTexture does

FastNoiseTexture [3FN] is a procedural 3D texture node. It returns a MATERIAL evaluated on a surface using UV or UVW coordinates. The Output Mode label “2D” does not create a regular image output for Merge.Foreground or MediaOut.Input.

The optional orange SourceMaterial socket accepts a 2D image or a 3D material. FastNoiseTexture modulates that input using its procedural field; leaving it empty still allows a standalone noise material.

Route the result to Blinn/Phong diffuse (or another compatible shader slot) or a geometry MaterialInput, then through a scene3d path and Renderer3D to obtain pixels. Material, scene3d and image are separate domains.

Output Mode = 2D samples UV coordinates and supports smooth pattern evolution via Seethe and Seethe Rate. Bad or stretched UVs still produce stretched noise: procedural generation does not repair mapping.

Output Mode = 3D samples a volumetric UVW field. Seamless-looking results require valid third coordinates: Shape3D primitives can supply W and UVMap3D in XYZ to UVW mode can regenerate geometry mapping.

3D mode does NOT support Seethe evolution; the Inspector shows Scale Z instead of Seethe/Seethe Rate. Moving the geometry or UVW coordinates can reveal a different slice of the field, which is not the same animation.

Scale controls procedural frequency across UV; Scale Z controls the W direction. Neither defines output resolution or model size. Use Shape3D/Transform3D to alter the geometry.

Detail adds finer fractal layers, Brightness offsets noise values, and Contrast reshapes tonal differences. Tune Scale first, then Detail, then tonal range to distinguish mapping errors from an overly busy field.

Discontinuous creates hard breaks in an otherwise smooth noise function. Inverted reverses the bright and dark regions. Final appearance also depends on the shader and optional SourceMaterial; judge these controls on the actual object.

Keep bump pipelines typed. Regular Fast Noise (image) can feed BumpMap.Image, whose material output feeds Blinn.BumpMapMaterial. FastNoiseTexture.Material cannot be wired straight into BumpMap.Image or CreateBumpMap.Input, both of which expect image data.

Material ID is for the MatID auxiliary render pass when enabled in Renderer3D; it does not alter noise and is not an automatic Cryptomatte. Assign IDs after material and UVW correctness.

Two original captures confirm the 2D/3D Controls: Seethe=1 and Rate=0 in 2D, Scale Z=1 in 3D. Settings is unopened; its exact target-build options, physical socket capture and render/MatID remain native QA tasks.

Four lessons below cover UV material, optional source modulation, UVW via UVMap3D and the typed boundary to a separate 2D bump pipeline. These diagrams pass static data-type validation; they are not importable .comp files or evidence of native GPU rendering.

When to use it

  • Seamless-looking 3D texture with proper UVW mapping.

  • Fractal diffuse variation on Shape3D/FBX geometry.

  • Modulation of an existing texture via SourceMaterial.

  • Time-varying UV material in 2D mode.

  • File-free organic variation in surface materials.

  • Comparing UV and UVW mapping on object geometry.

  • Assigning MatID for downstream AOV diagnostics in Renderer3D.