Fractal Noise

프랙털 노이즈

A layered noise texture whose pattern evolves over time, with finer detail added at successive scales.

Also known as: FractalNoisefractal Brownian motionfBm

Moves in browsers that support WebGPU

This device could not render the demo — showing a still

React
// Renders only in browsers with WebGPU.
import { Shader, FractalNoise } from 'shaders/react'

export default function ShaderEffect() {
  return (
    <Shader style={{ width: '100%', height: 320 }} disableTelemetry>
      <FractalNoise />
    </Shader>
  )
}
Vue
<!-- Renders only in browsers with WebGPU. -->
<script setup lang="ts">
import { Shader, FractalNoise } from 'shaders/vue'
</script>

<template>
  <Shader style="width: 100%; height: 320px" :disable-telemetry="true">
    <FractalNoise/>
  </Shader>
</template>
Svelte
<!-- Renders only in browsers with WebGPU. -->
<script>
  import { Shader, FractalNoise } from 'shaders/svelte'
</script>

<Shader style="width: 100%; height: 320px" disableTelemetry>
  <FractalNoise />
</Shader>
Solid
// Renders only in browsers with WebGPU.
import { Shader, FractalNoise } from 'shaders/solid'

export default function ShaderEffect() {
  return (
    <Shader style={{ width: '100%', height: '320px' }} disableTelemetry>
      <FractalNoise />
    </Shader>
  )
}
JavaScript
// Renders only in browsers with WebGPU.
// expects <canvas id="canvas" style="width:100%;height:320px"></canvas> on the page
import { createShader } from 'shaders/js'

const shader = await createShader(document.getElementById("canvas"), {
  components: [
    {
      type: 'FractalNoise',
    }
  ]
}, { disableTelemetry: true })

Props · FractalNoise

Changes apply to the demo above and to the code tabs. Descriptions come from the library registry (MIT).

NameValueDefaultRange / optionsDescription
colorAColor A#000000—First color
colorBColor B#ffffff—Second color
stopsColorsSet in codenull—Multi-stop gradient colors (overrides Color A / Color B when set)
octavesOctaves41 – 8 (step 1)Number of noise octaves (more = more detail)
detailDetail21 – 4 (step 0.1)How much finer each successive octave becomes
contrastContrast0.50.1 – 1 (step 0.01)How strongly finer octaves contribute — higher values create more texture contrast
speedSpeed0.150 – 1 (step 0.01)Speed at which the noise pattern evolves in place
angleAngle0-180 – 180 (step 1)Rotation angle in degrees
seedSeed00 – 100 (step 1)Random seed for pattern variation
colorSpaceColor Spacelinearlinear · oklch · oklab · hsl · hsv · lchColor space for interpolation

Every component also takes blendMode · opacity · visible · maskSource/maskType · boundingBox · id

Like large clouds with smaller wisps layered inside, it shows broad regions and fine texture at the same time. Those overlapping scales make it useful for richer surfaces than a single-scale noise pattern.

`octaves` defaults to 4 and ranges from 1 to 8; increasing it adds more detail layers. `detail` defaults to 2 and ranges from 1 to 4, controlling how much finer each next layer becomes. `contrast` defaults to 0.5 and ranges from 0.1 to 1; higher values make the fine layers contribute more texture. `speed` defaults to 0.15 and ranges from 0 to 1; it controls how quickly the pattern evolves in place. `angle` defaults to 0 degrees and ranges from -180 to 180 degrees, rotating the pattern.

This generator fills the canvas without needing an input image. Pair it with `PerlinNoise` or `ErosionNoise` to put smooth large forms and broken fine ridges in the same composition. Raising both `octaves` and `contrast` can make a background busy, so adjust them gradually.

When to use

Use it for cloud, smoke, or terrain-like backgrounds, surfaces that need detail at several scales, and slowly evolving abstract scenes. Avoid it when a clean, simple gradient is the goal.

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