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Noise Texture Generator

Generate seamless, tileable noise textures (Perlin, value, cellular Worley, white grain) as PNG for games, shaders, and 3D materials, in your browser. Nothing uploaded.

Lower for large shapes, higher for fine detail.

Each octave adds finer noise on top. Ignored for white noise.

Change it for a different pattern with the same settings.

Runs on the browser's own image decoder and canvas. Your file stays in this tab.

About this tool

Procedural noise is the raw material of most textures: clouds, terrain height maps, rust, marble, fabric weave, film grain, and the wobble in a shader all start as noise. This generator produces Perlin gradient noise, softer value noise, cellular Worley noise with the look of scales and cracked stone, and plain white noise, at any size up to 2048 × 2048. Every texture is seamless, so it tiles in both directions without a visible edge.

Fractal detail is built in: each octave adds a finer layer of noise at a fraction of the strength, and the roughness slider controls how much the fine layers contribute. Map the result between any two colors for a ready-to-use texture, or keep it black and white as a height map, a mask, or the input for the normal map generator.

Generation is deterministic, so the same seed and settings always produce the same image. Large sizes with many octaves take a few seconds.

How to use it

  1. Pick a noise type and size, then set the scale (how many cells fit across) and the detail level.
  2. Choose the two colors to map the noise between; black and white gives a height map or mask.
  3. Click Generate texture and download the PNG. Change the seed for another variation.

Questions

Is the texture tileable?

Yes, in both directions. The noise lattice wraps around the edges, so the left edge continues seamlessly into the right and the top into the bottom.

Which type should I use?

Perlin for clouds, smoke, terrain, and general organic variation; Worley for cells, scales, cobblestone, and cracked surfaces; value noise for a softer, blockier feel; white noise for grain, static, and dithering masks.

How do I make a height map or a bump map?

Keep the colors black and white, leave contrast stretching on, and generate. Feed the PNG to the Normal Map Generator to turn it into a normal map.

Can I make a colored texture like stone or grass?

Set the low and high colors to two shades of the material (for example dark and light gray for stone), use Worley or Perlin noise with 4 to 6 octaves, and adjust roughness.

Is it free, are files uploaded, which browsers work: the general questions are answered once for the whole site.

Format guides

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