# Noise Shader

{% hint style="danger" %}
Beta Feature. To enable, check **Enable Beta Features** in [Preferences](../../user-interface/menus/window-menu/preferences).
{% endhint %}

**Blend Mode** - see [Blend Modes](../../user-interface/general/blend-modes).

**Noise Type** - select the noise type:

* **Perlin Noise**
* **Simplex Noise**
* **Cellular Noise**

**Scale** - increase/ decrease the scale of the noise \[x,y].

**Strength** -&#x20;

**Offset** - offset the noise position in x the y directions.

**Minimum** - set a minimum value for the noise (0 = black).

**Maximum** - set a maximum value for the noise (1 = white).

**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;

**Frequency** - increase/ decrease the frequency of the noise. A higher value will give you &#x20;

**Amplitude** - multiplies the **Minimum** and **Maximum** values.

**Octaves** - the number of octaves over which the noise function is calculated. Each octave is at about twice the frequency, i.e., half the size of the previous one, but you can alter this with the **Lacunarity** control.

**Lacunarity** - a higher value will create more or larger 'gaps'.

{% hint style="info" %}
Lacunarity is from the Latin lacuna, meaning "gap" or "lake". :wink:&#x20;
{% endhint %}

**Gain** -&#x20;

**Fractal Mode** -&#x20;

* **FBM** -
* **Turbulent** -
* **Ridged** -&#x20;

**Ridge Offset** -&#x20;

~~**Curl**~~ - coming soon.

{% hint style="warning" %}
The [Material Sampler](../behaviours/material-sampler) does not currently support **SkSL Shaders** (which includes the Noise Shader).
{% endhint %}

