> For the complete documentation index, see [llms.txt](https://codalin.gitbook.io/nodalin-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://codalin.gitbook.io/nodalin-docs/nodes-reference/sources/noise.md).

# Noise

<table data-header-hidden><thead><tr><th width="142.54400634765625" valign="middle"></th><th></th></tr></thead><tbody><tr><td valign="middle"><div><figure><img src="https://937151318-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F44MuVIHBk5o5yfcGn64w%2Fuploads%2FYqPWuOUVcQxFNcXSgfwa%2Fimage.png?alt=media&amp;token=577be544-fbb7-4a1d-9d59-e56879814a61" alt="" width="76"><figcaption></figcaption></figure></div></td><td>Generates procedural noise textures using Perlin or Worley algorithms, with configurable frequency, offset, level, and color mapping. Supports both Cartesian and radial (polar) coordinate modes. Use it as a standalone visual or as an instancing target for other Source nodes.</td></tr></tbody></table>

<table><thead><tr><th width="155.21484375">Property name</th><th width="405.046875">Description</th><th>Compatible datatype</th></tr></thead><tbody><tr><td>x</td><td>Horizontal position</td><td>number</td></tr><tr><td>y</td><td>Vertical position</td><td>number</td></tr><tr><td>width</td><td>Render width; automatically set to canvas width.</td><td>number</td></tr><tr><td>height</td><td>Render height; automatically set to canvas height.</td><td>number</td></tr><tr><td>scale</td><td>Scale by % percentage</td><td>number</td></tr><tr><td>rot</td><td>Rotation</td><td>number</td></tr><tr><td>origin</td><td>Center point of the shape. Defaults to (0, 0). Changing it moves the shape's pivot without affecting its x and y position.</td><td>point</td></tr><tr><td>offset</td><td>Point node override for offsetX/Y</td><td>point</td></tr><tr><td>offsetX</td><td>X-axis offset (1 = 1% canvas width)</td><td>number</td></tr><tr><td>offsetY</td><td>Y-axis offset (1 = 1% canvas height)</td><td>number</td></tr><tr><td>offsetZ</td><td>Z-axis slice through the noise volume (1 = 1 noise cycle)</td><td>number</td></tr><tr><td>frequency</td><td>Noise density; higher values produce finer detail</td><td>number</td></tr><tr><td>level</td><td>Output bias: -100 shifts toward black, 0 is normal, 100 shifts toward white</td><td>number</td></tr><tr><td>highColor</td><td>High value color (peak)</td><td>color</td></tr><tr><td>lowColor</td><td>Low value color (trough)</td><td>color</td></tr><tr><td>radial</td><td>Radial mode (polar coordinates)</td><td>boolean</td></tr><tr><td>type</td><td>Noise algorithm: perlin or worley</td><td>text</td></tr><tr><td>zindex</td><td>Controls which element appears on top when elements overlap; higher values sit above lower ones.</td><td>number</td></tr></tbody></table>

{% hint style="info" %}
The `zindex` increases automatically, unless there's a connection to it.
{% endhint %}
