By Tim King · Updated
Perlin Noise Texture Generator
Marble, Wood and Cloud Textures From Seeded Noise, Up to 4K PNG
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How the Perlin Noise Texture works
This Perlin noise texture generator exports a ready-to-use PNG. Perlin noise is the smooth random function behind most computer-generated clouds, marble and wood. This page samples it pixel by pixel, bends it with a formula for each material and colours the result, so you can make a texture for a 3D model, a website background or a game tile and save it as a PNG at any size, all in the browser.
How the Perlin noise texture generator works
Plain random numbers look like television static. Perlin noise is random too, but it changes gradually from one pixel to the next, so sampled across a canvas it looks like soft blotches rather than grit. Layer several copies at doubling frequencies and halving strengths, called octaves, and the blotches gain fine detail on top of coarse shape; that is what makes it look like a cloud rather than a blur. Every material here starts from that layered noise and applies one extra step.
Clouds is the noise as-is, mapped through a blue-to-white ramp. Paper, Stone and Sand are the same field through different ramps, at a contrast that keeps them subtle enough to put text on. Marble feeds the noise into a sine wave running diagonally across the canvas; the noise distorts the stripes into veins. Wood does the same with concentric rings around the centre, sawtooth-shaped so each ring has a sharp dark edge. Fire subtracts height from the noise so it glows at the bottom and fades at the top. Water runs horizontal ripples through the noise for a caustic look.
Scale is the size of the blotches: low values give a few large features, high values a fine grain. Octaves is how many layers of detail are stacked. One octave is smooth blobs; eight is craggy. Higher values take longer to render because every pixel samples the noise once per octave. Turbulence controls how much the noise distorts the marble veins, wood rings and water ripples; at 0 they are regular stripes and circles. Contrast stretches the ramp; low values are washed out and safe for backgrounds, high values are punchy.
Export. Save PNG re-renders at the chosen resolution with the same seed and offsets, so the texture is genuinely higher resolution, not upscaled. A 4K export at eight octaves is about 66 million noise samples and takes a few seconds on a laptop.
FAQ
Are the textures seamless?
No, the edges do not wrap. For a tile that repeats without a visible seam you need a periodic noise function, which is a different generator. For most uses, a large export cropped in an image editor is enough.
What is the difference between Scale and Octaves?
Scale zooms the whole field in or out. Octaves adds finer layers on top of the existing shape without changing it. If clouds look too smooth, add octaves; if they look too small, lower the scale.
Why does Wood look like a target?
That is what end grain looks like: rings around a centre. For a plank-style grain, raise the scale and turbulence so only a slice of the rings, heavily distorted, falls inside the canvas, then export a wide size such as 3840 × 2160.
Can I use the output in a game or a product?
Yes. The texture is generated on your machine from your seed and there is no licence on it. Export at the largest size you need; nothing is watermarked or tracked.
See also: all Generative Art tools, Images, Audio, Video & Screen, PDF, SVG, Simulations & Screensavers, Chart Makers, 3D Model Viewers, Drawing Pads, Mockups & 3D Making, Diagram Makers, 3D Science, Tracker Music.
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