# 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 multi-frequency 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 multi-frequency 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 multi-frequency 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.