Seamless Noise Texture Generator

Generate seamless, tileable noise textures in your browser — Perlin, Simplex, Value and Voronoi, layered into fractal detail. Tune it, preview the tiling, and export a PNG for your shaders, materials and masks. Everything runs locally; nothing is uploaded.

◧ Seamless / tileable …
Noise method
256 × 256
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How to make a seamless noise texture

  1. Pick a noise method: Perlin, Simplex, Value or Voronoi. Stuck for ideas? Hit Randomize noise.
  2. Choose the resolution: power-of-two sizes from 32 to 1024 px (2048 px when your GPU is used), ready for mipmaps and texture compression.
  3. Shape it: Scale sets how many features fit across the texture, Octaves add finer layers of detail and Roughness sets how strong those layers are. Smoothstep, Contrast and Invert reshape the values.
  4. Check the tiling with Preview tiled (2×2). The edges always wrap with no visible seam.
  5. Export a PNG or copy it to the clipboard. Turn on Colorize for a gradient look, or keep it grayscale for masks and height data.

Perlin, Simplex, Value and Voronoi noise

Perlin noise is smooth gradient noise and the classic choice for clouds, terrain heightmaps, dissolve masks and organic variation.

Simplex noise is Ken Perlin's successor. It has fewer grid-aligned artifacts, so it looks more natural when you stretch or rotate it.

Value noise blends random values across a grid. It's softer and slightly blocky, handy for cheap variation and stylized looks.

Voronoi noise (also called Worley or cellular noise) is the distance to the nearest random point, which creates cells: stone, scales, cracked ground, foam and water caustics.

Every method is layered as fractal noise (fBm): each octave doubles the frequency and scales the strength by the roughness, adding fine detail without losing the large shapes.

Using the noise texture in Unity

  • Set Wrap Mode to Repeat so the seamless edges tile.
  • For masks, heights and other data, untick sRGB (Color Texture) so the values stay linear. Grayscale maps can use Texture Type: Single Channel to save memory.
  • Use Compression: None or High Quality to avoid banding in smooth gradients.
  • In Shader Graph, feed it to a Sample Texture 2D node and drive the UVs with Tiling And Offset. Scroll the offset over time for animated fog, lava, dissolve or energy effects.

Frequently asked questions

Are the noise textures really seamless?

Yes. Perlin, Value and Voronoi use a periodic lattice and Simplex is sampled on a 4D torus, so opposite edges match exactly at every resolution. Tick Preview tiled (2×2) to see it.

Is my texture uploaded anywhere?

No. Everything is generated in your browser, on your graphics card when possible (otherwise on the CPU). Nothing is sent to a server, and there is no sign-up.

What resolution should I use?

256 or 512 px is plenty for masks and detail maps; use 1024 or 2048 px for large surfaces. Power-of-two sizes work best with mipmaps and GPU texture compression.

Why does the badge say CPU instead of GPU?

Your browser has no WebGL2 or hardware acceleration is turned off, so the tool falls back to the CPU. The result is identical, just slower at large sizes.

Can I recreate the same texture later?

Yes. The same seed with the same settings always produces the same texture. Note the seed number before you export.

Does it work with Unreal Engine, Godot or Blender?

Yes. The export is a standard PNG. Set the texture to repeat or wrap, and treat it as linear (non-color) data when you use it as a mask or height map.