# Noise

[Common Attributes](https://scenegroup.gitbook.io/cavalry/nodes/behaviours/common-attributes-behaviours) +

**Strength Fade to Zero** - when checked, **Strength** (including [Falloffs](https://scenegroup.gitbook.io/cavalry/nodes/utilities/falloff)) will interpolate between **0** and the **result**. When unchecked it will interpolate between the **Minimum** and **Maximum** values.

**Use Normals** - when checked deformation will be based on the normals of the Shape. When unchecked points are scaled from the middle of the shape. Only relevant when used as a Deformer.

**Noise Type:**

* **Common Noise Attributes** - all Noise Types have these attributes
  * **Minimum** - set a minimum value to output.
  * **Maximum** - set a maximum value to output.
  * **Frequency** -&#x20;
  * **Separate Channels** - output a different value to the x, y channels.
  * **Offset** - add/subtract a value to the output(s).
  * **Stagger** - offset each noise sample in time.
  * **Looping** - check to enable looping noise.
  * **Loop Length** - set the number of frames over which a loop will occur.
  * **Time** - this attribute is automatically connected to the comp's frame number. Disconnect it if you want static Noise.
  * **Time Scale** - increase/ decrease the speed of the noise.&#x20;
  * **Noise Position** - set the position of the noise \[x,y].<br>

* **Cellular** - create cellular patterned noise.

  * **Common Noise Attributes +**
  * **Jitter** -
  * **Distance Function:**
    * **Euclidean** -&#x20;
    * **Manhattan** -&#x20;
    * **Natural** -&#x20;
  * **Cellular Type:**
    * **Cell Value** -&#x20;
    * **Noise Lookup** -&#x20;
    * **Distance 2** -&#x20;
    * **Distance 2 Add** -&#x20;
    * **DIstance 2 Sub** -
    * **Distance 2 Mul** -&#x20;
    * **Distance 2 Div** -&#x20;

* **Cubic** - create cubic patterned noise
  * **Common Noise Attributes +**
  * **Octaves** -
  * **Lacunarity** -
  * **Gain** -
  * **Curl** -
  * **Curl Amplitude** -<br>

* **Simplex**
  * **As per Cubic**<br>

* **Value**
  * **As per Cubic**
