ANR Tools

ANR Fractal Noise

Makes grayscale fractal noise for mattes, textures and break-up: fourteen noise types, eight fractal types, warp, seamless tiles and looping motion.

  • Comp
  • Comp & Depth pack
  • 2 inputs
  • 49 controls

Overview

Fractal Noise makes grayscale noise from nothing: no footage is needed. Choose one of fourteen Noise Type bases (smooth gradient noise such as OpenSimplex2 and Perlin, value and Block noise, five cellular types such as Voronoi Edges, fine White Noise grain or directional Gabor waves), then layer it with one of eight Fractal Type modes, from Basic fBm clouds to Ridged and Rocky patterns.

Transform places and stretches the pattern, Fractal sets how many layers there are and how each smaller one differs, Warp bends the field into curls and wisps, and Tone shapes the grayscale into soft gradients, contour rings or a clean black and white matte. Twelve Starting Look presets, from Soft Clouds to Marble Veins, set these controls in one click with Apply Look, and everything stays editable.

Animate Evolution, or set Evolution / Frame, for smooth motion; with Loop Evolution the motion repeats exactly, for seamless loops. Seamless Tile makes the pattern repeat across, down or both. The node renders on the CPU, and each frame is made on its own, so frames can render in any order.

Inputs

Format ReferenceMaskFractal NoiseOutput
  1. Format Referenceoptional

    Optional. With Render Area on Reference Bounds, the noise covers this input's bounding box. Its picture is not used.

  2. Maskoptional

    Optional. Limits where the noise appears, by the mask's alpha (a mask without alpha uses its luminance). Where the mask has no pixels, there is no noise.

Output. Grayscale noise. Alpha decides the alpha: Noise (the default) puts the noise in alpha too, over premultiplied white, ready to use as a matte; Opaque / Mask gives a solid alpha, or the Mask when one is connected.

Quick start

  1. Add ANR Fractal Noise. It needs no input: with Render Area on Project it fills the project format.
  2. Pick a Starting Look, for example Wispy Fog or Marble Veins, and click Apply Look. Picking a look alone changes nothing.
  3. Set the size of the pattern with Scale (the feature size in pixels) and its detail with Complexity (the number of layers). Sub Influence % sets how strong the smaller layers are.
  4. Shape it in the Tone section with Contrast % and Brightness %, add Contour Bands for rings and veins, or tick Black and White Matte and set Threshold for a clean matte.
  5. To animate it, set Evolution / Frame (for example 0.02), or keyframe Evolution.
  6. For a loop, tick Loop Evolution. With Cycle Length at 1 and Evolution / Frame at 0.02, the noise repeats every 50 frames: render frames 1 to 50, as frame 51 is frame 1 again.

The panel

The node's panel as Nuke shows it, with the values of a new node. Click any control to see what it does; tabs and sections work as in Nuke.

ANR_Fractal_Noise1
Starting LookSoft Clouds
Apply Look
Noise TypeOpenSimplex2
Fractal TypeBasic fBm
Random Seed1
Scale180
Width %100
Height %100
Rotation0
Offset X0
Offset Y0
Complexity5
Sub Influence %50
Sub Scale %50
Sub Rotation0
Sub Offset X0
Sub Offset Y0
Evolution0
Evolution / Frame0
Cycle Length1
Small Detail Speed1
Loop Evolution
Warp Amount0
Warp Scale250
Warp Detail1
OverflowClip
Contrast %150
Brightness %0
Gamma1
Black Level0
White Level1
Threshold0.5
Threshold Softness0.05
Contour Bands0
Invert
Black and White Matte
Seamless TileOff
Tile Width0
Tile Height0
Cell DistanceEuclidean
Cell Irregularity1
Gabor Direction0
Gabor Frequency2
SamplingStandard
AlphaNoise
Render AreaProject
Opacity1
Width1920
Height1080

All controls

ANR Fractal Noise49 controls

Pattern

Starting LookMenupreset

Twelve looks: Soft Clouds, Wispy Fog, Turbulent Smoke, Electric Ridges, Water Caustics, Rock Surface, Dirt and Grunge, Cloud Matte, Wood Rings, Marble Veins, Fine Fibers and Digital Blocks. Choosing one does nothing until you click Apply Look.

Default: Soft CloudsOptions: Soft Clouds Wispy Fog Turbulent Smoke Electric Ridges Water Caustics Rock Surface Dirt and Grunge Cloud Matte Wood Rings Marble Veins Fine Fibers Digital Blocks

Apply LookButtonapplyPreset

Sets editable look controls. Keeps Seed, placement, Evolution, Speed, Loop, tiling, alpha, quality and opacity. Existing keys on look controls are retained; use on a fresh node before animating those controls.

Noise TypeMenualgorithm

Base noise algorithm. Cell and Gabor algorithms cost more than gradient/value noise. White Noise is fine random grain; Block uses coarse cells.

Default: OpenSimplex2Options: OpenSimplex2 Soft Simplex Perlin Smooth Value Cubic Value Linear Value Block Cellular Distance Cellular Second Distance Voronoi Edges Voronoi Ratio Cell Random White Noise Gabor

Fractal TypeMenufractal

How octave layers combine. These are independent implementations, not AE presets or matching seeds.

Default: Basic fBmOptions: Basic fBm Turbulent Ridged Rocky Multiplicative Hybrid Ping Pong Maximum

Random SeedSliderseed

Picks another random variation of the same pattern. Changing it jumps to a new pattern; animate Evolution for smooth motion.

Default: 1

Transform

ScaleSliderscale

Base feature size in full-resolution pixels. Smaller values make finer noise.

Default: 180

Width %SliderstretchX

Horizontal stretch around the canvas center.

Default: 100

Height %SliderstretchY

Vertical stretch. Use unequal Width and Height for streaks and fibers.

Default: 100

RotationSliderrotation

Rotate the pattern around the canvas center, in degrees.

Default: 0

Offset XSlideroffsetX

Move the pattern horizontally in full-resolution pixels.

Default: 0

Offset YSlideroffsetY

Move the pattern vertically in full-resolution pixels.

Default: 0

Fractal

ComplexitySlidercomplexity

Number of fractal layers. Fractional values fade the last layer smoothly. More layers cost more render time; subpixel layers are filtered.

Default: 5

Sub Influence %Sliderinfluence

Amplitude retained by each smaller layer. 50% halves it; zero leaves only the base layer.

Default: 50

Sub Scale %SlidersubScale

Size of each successive layer relative to the previous one. 50% doubles spatial frequency.

Default: 50

Sub RotationSlidersubRotation

Additional rotation for each smaller layer.

Default: 0

Sub Offset XSlidersubX

Offset between successive layers in base-scale pixels.

Default: 0

Sub Offset YSlidersubY

Offset between successive layers in base-scale pixels.

Default: 0

Animation

EvolutionSliderevolution

Morph the noise through a third dimension. Animate this for smooth motion; animate Seed only for deliberate pattern jumps. Units are revolutions.

Default: 0

Evolution / FrameSliderspeed

Automatic evolution added per frame from frame 1. Zero freezes automatic motion. Example: 0.02 and Cycle 1 loops every 50 frames.

Default: 0

Cycle LengthSlidercycle

Evolution revolutions before repeating when Loop Evolution is enabled. Other animated controls must also loop. Skip the duplicate endpoint frame.

Default: 1

Small Detail SpeedSliderturbulence

Evolution speed multiplier per fractal layer. Above one makes small features move faster. Looping rounds each octave's multiplier to a whole number.

Default: 1

Loop EvolutionCheckboxloop

Makes Evolution repeat every Cycle Length revolutions, so the motion loops without a jump. Other animated controls must loop too.

Default: off

Warp

Warp AmountSliderwarp

Displace the noise coordinates with smooth noise. Zero skips all warp work.

Default: 0

Warp ScaleSliderwarpScale

Size of the distortion features in full-resolution pixels.

Default: 250

Warp DetailSliderwarpDetail

One to three successive distortion layers. Higher values create finer curls and cost more time.

Default: 1

Tone

OverflowMenuoverflow

Handle values outside 0-1 after contrast/brightness. HDR requires floating-point output. Black/White Levels are applied afterward.

Default: ClipOptions: Clip Soft Clamp Wrap Back Allow HDR

Contrast %Slidercontrast

Contrast around middle gray. 100 is neutral; zero produces flat middle gray before Brightness.

Default: 150

Brightness %Sliderbrightness

Add to the grayscale signal. 100 adds one in linear values.

Default: 0

GammaSlidergamma

Midtone shaping after overflow. One leaves it unchanged.

Default: 1

Black LevelSliderblack

Final output value assigned to black. Swap with White Level for another inversion.

Default: 0

White LevelSliderwhite

Final output value assigned to white. Float images can exceed one.

Default: 1

ThresholdSliderthreshold

Cutoff for Black and White Matte. Values above it become white.

Default: 0.5

Threshold SoftnessSlidersoftness

Transition width for Black and White Matte. Zero gives a hard binary result.

Default: 0.05

Contour BandsSliderbands

Zero disables contours. Higher values fold noise into rings and veins before contrast; useful for wood, marble and electric patterns.

Default: 0

InvertCheckboxinvert

Flips the grayscale, so white becomes black. It works after Contrast % and Brightness %, before Overflow.

Default: off

Black and White MatteCheckboxbinary

Turns the noise into a black and white matte: values above Threshold become white, and Threshold Softness sets the edge width (0 is a hard edge).

Default: off

Tiling

Seamless TileMenutile

Repeat the complete warped field in canvas coordinates. This blends opposite portions of the field; both axes cost up to four samples.

Default: OffOptions: Off Horizontal Vertical Both

Tile WidthSlidertileWidth

Horizontal repeat in full-resolution canonical pixels. Zero uses canvas width. Tiling is in canvas axes, including rotation and warp.

Default: 0

Tile HeightSlidertileHeight

Vertical repeat. Zero uses canvas height. Tiling adds sampling cost and blends opposite portions of the noise field.

Default: 0

Algorithm Options

Cell DistanceMenudistance

Distance metric for the five cellular algorithms.

Default: EuclideanOptions: Euclidean Squared Euclidean Manhattan Hybrid

Cell IrregularitySliderjitter

Cellular algorithms only: zero is a regular grid, one scatters the cell centers.

Default: 1

Gabor DirectionSlidergaborAngle

Direction of Gabor wave packets in degrees, before the main transform.

Default: 0

Gabor FrequencySlidergaborFrequency

Number of wave oscillations inside each Gabor feature.

Default: 2

Output

SamplingMenuquality

Standard is fastest. High averages four subpixel samples for hard cells, thresholds and fine contours. Fractal octave filtering is active in both modes.

Default: StandardOptions: Standard High - 4 Samples

AlphaMenualpha

Noise (default) copies clamped grayscale into alpha; RGB stays premultiplied white coverage. Opaque outputs alpha one, multiplied by Mask and Opacity. Mask and Opacity multiply both.

Default: NoiseOptions: Opaque / Mask Noise

Render AreaMenucanvas

Project needs no input. Reference follows the connected input's bounding box without processing its image. Custom sets Width/Height in canonical pixels. Nuke keeps the project format; use Reformat to change file dimensions.

Default: ProjectOptions: Project Reference Bounds Custom Bounds

OpacitySlideropacity

Multiplies noise and alpha. Mask input further limits coverage, using its stored alpha.

Default: 1

WidthSliderwidth

The width of the noise area in pixels, when Render Area is Custom Bounds.

Default: 1920

HeightSliderheight

The height of the noise area in pixels, when Render Area is Custom Bounds.

Default: 1080

Tips

  • Animate Evolution, not Random Seed: a new seed jumps to a different pattern.
  • Voronoi Edges with Invert ticked gives bright cell boundaries.
  • For streaks and fibres, make Width % and Height % unequal, or use Gabor and aim it with Gabor Direction.
  • Small Detail Speed above 1 makes the small details move faster than the large shapes.
  • Set Sampling to High - 4 Samples for hard cell edges, thresholds and fine contours; Standard is the fastest.
  • Seamless Tile, High - 4 Samples and Loop Evolution each add render time, and together they multiply it.

Good to know

  • Apply a look before you animate: Apply Look resets the look controls, but keys already on them stay.
  • With Loop Evolution on, every other animated control (offsets, Scale, Contrast % and so on) must repeat too, or the loop jumps.
  • A loop blends between samples, so local contrast can change slightly through it, and Small Detail Speed is rounded to whole steps per layer.
  • Seamless Tile blends opposite parts of the field so the join does not show: near the join, the pattern differs from the untiled one.
  • Render Area sets where the noise is made, not the image size: the image keeps the project format. Use a Reformat to change it.
  • Overflow on Allow HDR keeps values outside 0 to 1; that needs a floating-point output.
  • Runs on the CPU: no GPU and no AI model needed.

Something unclear or missing? Write to [email protected].