UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MaterialExpressionNoise.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "MaterialExpressionIO.h"
#include "Materials/MaterialExpression.h"
#include "Materials/MaterialExpressionExternalCodeBase.h"
#include "MaterialExpressionNoise.generated.h"

Go to the source code of this file.

Classes

class  UMaterialExpressionNoise
 
class  UMaterialExpressionScalarBlueNoise
 

Enumerations

enum  ENoiseFunction : int {
  UMETA =(DisplayName="Simplex - Texture Based") , UMETA =(DisplayName="Simplex - Texture Based") , UMETA =(DisplayName="Simplex - Texture Based") , UMETA =(DisplayName="Simplex - Texture Based") ,
  UMETA =(DisplayName="Simplex - Texture Based") , UMETA =(DisplayName="Simplex - Texture Based") , NOISEFUNCTION_MAX
}
 

Enumeration Type Documentation

◆ ENoiseFunction

Enumerator
UMETA 

High quality for direct use and bumps ~77 instructions per level, 4 texture lookups Cannot tile

High quality for direct use and bumps Non-tiled: ~61 instructions per level, 8 texture lookups Tiling: ~74 instructions per level, 8 texture lookups Even "non-tiled" mode has a repeat of 128. Useful Repeat Size range <= 128 Formerly labeled as Perlin noise

High quality for direct use, BAD for bumps; doesn't work on Mobile ~16 instructions per level, 1 texture lookup Always tiles with a repeat of 16, "Tiling" mode is not an option for Fast Gradient noise

High quality for direct use and bumps Non-tiled: ~80 instructions per level, no textures Tiling: ~143 instructions per level, no textures

Low quality, but pure computation Non-tiled: ~53 instructions per level, no textures Tiling: ~118 instructions per level, no textures Formerly mis-labeled as Gradient noise

Also known as Worley or Cellular noise Quality=1 searches 8 cells, Quality=2 searches 16 cells Quality=3 searches 27 cells, Quality=4 searches 32 cells All are about 20 instructions per cell searched

UMETA 

High quality for direct use and bumps ~77 instructions per level, 4 texture lookups Cannot tile

High quality for direct use and bumps Non-tiled: ~61 instructions per level, 8 texture lookups Tiling: ~74 instructions per level, 8 texture lookups Even "non-tiled" mode has a repeat of 128. Useful Repeat Size range <= 128 Formerly labeled as Perlin noise

High quality for direct use, BAD for bumps; doesn't work on Mobile ~16 instructions per level, 1 texture lookup Always tiles with a repeat of 16, "Tiling" mode is not an option for Fast Gradient noise

High quality for direct use and bumps Non-tiled: ~80 instructions per level, no textures Tiling: ~143 instructions per level, no textures

Low quality, but pure computation Non-tiled: ~53 instructions per level, no textures Tiling: ~118 instructions per level, no textures Formerly mis-labeled as Gradient noise

Also known as Worley or Cellular noise Quality=1 searches 8 cells, Quality=2 searches 16 cells Quality=3 searches 27 cells, Quality=4 searches 32 cells All are about 20 instructions per cell searched

UMETA 

High quality for direct use and bumps ~77 instructions per level, 4 texture lookups Cannot tile

High quality for direct use and bumps Non-tiled: ~61 instructions per level, 8 texture lookups Tiling: ~74 instructions per level, 8 texture lookups Even "non-tiled" mode has a repeat of 128. Useful Repeat Size range <= 128 Formerly labeled as Perlin noise

High quality for direct use, BAD for bumps; doesn't work on Mobile ~16 instructions per level, 1 texture lookup Always tiles with a repeat of 16, "Tiling" mode is not an option for Fast Gradient noise

High quality for direct use and bumps Non-tiled: ~80 instructions per level, no textures Tiling: ~143 instructions per level, no textures

Low quality, but pure computation Non-tiled: ~53 instructions per level, no textures Tiling: ~118 instructions per level, no textures Formerly mis-labeled as Gradient noise

Also known as Worley or Cellular noise Quality=1 searches 8 cells, Quality=2 searches 16 cells Quality=3 searches 27 cells, Quality=4 searches 32 cells All are about 20 instructions per cell searched

UMETA 

High quality for direct use and bumps ~77 instructions per level, 4 texture lookups Cannot tile

High quality for direct use and bumps Non-tiled: ~61 instructions per level, 8 texture lookups Tiling: ~74 instructions per level, 8 texture lookups Even "non-tiled" mode has a repeat of 128. Useful Repeat Size range <= 128 Formerly labeled as Perlin noise

High quality for direct use, BAD for bumps; doesn't work on Mobile ~16 instructions per level, 1 texture lookup Always tiles with a repeat of 16, "Tiling" mode is not an option for Fast Gradient noise

High quality for direct use and bumps Non-tiled: ~80 instructions per level, no textures Tiling: ~143 instructions per level, no textures

Low quality, but pure computation Non-tiled: ~53 instructions per level, no textures Tiling: ~118 instructions per level, no textures Formerly mis-labeled as Gradient noise

Also known as Worley or Cellular noise Quality=1 searches 8 cells, Quality=2 searches 16 cells Quality=3 searches 27 cells, Quality=4 searches 32 cells All are about 20 instructions per cell searched

UMETA 

High quality for direct use and bumps ~77 instructions per level, 4 texture lookups Cannot tile

High quality for direct use and bumps Non-tiled: ~61 instructions per level, 8 texture lookups Tiling: ~74 instructions per level, 8 texture lookups Even "non-tiled" mode has a repeat of 128. Useful Repeat Size range <= 128 Formerly labeled as Perlin noise

High quality for direct use, BAD for bumps; doesn't work on Mobile ~16 instructions per level, 1 texture lookup Always tiles with a repeat of 16, "Tiling" mode is not an option for Fast Gradient noise

High quality for direct use and bumps Non-tiled: ~80 instructions per level, no textures Tiling: ~143 instructions per level, no textures

Low quality, but pure computation Non-tiled: ~53 instructions per level, no textures Tiling: ~118 instructions per level, no textures Formerly mis-labeled as Gradient noise

Also known as Worley or Cellular noise Quality=1 searches 8 cells, Quality=2 searches 16 cells Quality=3 searches 27 cells, Quality=4 searches 32 cells All are about 20 instructions per cell searched

UMETA 

High quality for direct use and bumps ~77 instructions per level, 4 texture lookups Cannot tile

High quality for direct use and bumps Non-tiled: ~61 instructions per level, 8 texture lookups Tiling: ~74 instructions per level, 8 texture lookups Even "non-tiled" mode has a repeat of 128. Useful Repeat Size range <= 128 Formerly labeled as Perlin noise

High quality for direct use, BAD for bumps; doesn't work on Mobile ~16 instructions per level, 1 texture lookup Always tiles with a repeat of 16, "Tiling" mode is not an option for Fast Gradient noise

High quality for direct use and bumps Non-tiled: ~80 instructions per level, no textures Tiling: ~143 instructions per level, no textures

Low quality, but pure computation Non-tiled: ~53 instructions per level, no textures Tiling: ~118 instructions per level, no textures Formerly mis-labeled as Gradient noise

Also known as Worley or Cellular noise Quality=1 searches 8 cells, Quality=2 searches 16 cells Quality=3 searches 27 cells, Quality=4 searches 32 cells All are about 20 instructions per cell searched

NOISEFUNCTION_MAX