NumberFlow, noise nodes
These nodes allow you to sample pseudorandom 3D noise. All types have versions that don't tile and
that tile in up to three dimensions. See the Noise library for a detailed description of how the
noise types work and what they look like.
Perlin
Perlin noise nodes produce a float.
 Noise

Computes multifrequency Perlin noise for a Vector3 point, with configurable frequency,
octaves, lacunarity, and persistence.
 Noise Tiled / X, XY, and XYZ
 Noise, but tiled in the X dimension, the X and Y dimension, or all three dimensions. An offset can be used to move the tiling region.
 Turbulence

Computes the turbulence variant of Perlin noise.
 Turbulence Tiled / X, XY, and XYZ
 Turbulence, but tiled in the X dimension, the X and Y dimension, or all three dimensions. An offset can be used to move the tiling region.
Value
Value noise nodes produce a float.
 Value

Computes multifrequency Value noise for a Vector3 point, with configurable frequency,
octaves, lacunarity, and persistence.
 Value Tiled / X, XY, and XYZ
 Value, but tiled in the X dimension, the X and Y dimension, or all three dimensions. An offset can be used to move the tiling region.
Voronoi
Voronoi noise nodes produce a 3D vector that contains information about the sampled point.
X is F1, Y is F2, and Z is the cell hash.
 Linear

Computes multifrequency Linear variant Voronoi noise for a Vector3 point, with configurable frequency,
octaves, lacunarity, and persistence.
 Linear Tiled / X, XY, and XYZ
 Linear, but tiled in the X dimension, the X and Y dimension, or all three dimensions. An offset can be used to move the tiling region.
 Squared

Computes the Squared variant of Voronoi noise.
 Squared Tiled / X, XY, and XYZ
 Squared, but tiled in the X dimension, the X and Y dimension, or all three dimensions. An offset can be used to move the tiling region.
 Manhattan

Computes the Manhattan variant of Voronoi noise.
 Manhattan Tiled / X, XY, and XYZ
 Manhattan, but tiled in the X dimension, the X and Y dimension, or all three dimensions. An offset can be used to move the tiling region.
 Chebyshev

Computes the Chebyshev variant of Voronoi noise.
 Chebyshev Tiled / X, XY, and XYZ
 Chebyshev, but tiled in the X dimension, the X and Y dimension, or all three dimensions. An offset can be used to move the tiling region.