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Anisotropic Noise

Anisotropic Noise

Anisotropic Noise creates an elongated random-value field. X Amount and Y Amount set the number of regions on each axis; the default makes horizontal strips. Rotate turns the field 90 degrees. Smoothness sets how much of each region fades into the next, while Smoothness Interpolation blends a linear fade toward a smoother quintic curve. Disorder and Disorder Speed bend the bands. A seed makes the pattern reproducible. Goblin Node also supports independent tiling axes, non-square expansion, and multichannel RGB output.

Availability

This node requires Pro.

Common uses

  • Start with X Amount 1 and Y Amount 18 for horizontal bands; turn on Rotate for vertical bands.
  • Increase X Amount to break the strips into shorter segments.
  • Use Smoothness 0 for sharp boundaries or 1 for fades spanning each region.
  • Enable Multichannel for independently seeded red, green, and blue fields.

Input ports

  • None

  • No image input is required; graph and node seeds control the generated field.

Output ports

  • out

  • Outputs grayscale by default or independent RGB channels when Multichannel is enabled.

Parameters

ParameterTypeDefaultRange or values
X Amountint11 to 128
Y Amountint181 to 128
Y Amount by Resolutionboolfalse-
Rotate 90°boolfalse-
Smoothnessfloat0.750 to 1
Smoothness Interpolationfloat0.50 to 1
Disorderfloat00 to 1
Disorder Speedfloat0.50 to 2
Seedint123450 to 65535
Non-Square Expansionboolfalse-
Multichannelboolfalse-

Behavior

  • Values are deterministic for a given graph seed, node seed, and parameters.
  • When tiling is enabled, the field and displacement repeat across the selected edges.
  • Non-Square Expansion keeps regions closer to square on rectangular images; Y Amount by Resolution adjusts Y count only when expansion is off.

Common mistakes

  • A single region on a tiled axis is constant along that axis; increase its amount to add variation.
  • Very high counts at a small output resolution can alias.
  • Disorder Speed scales the displacement amplitude, not animation time.

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