Sculpt height with the Noise tool
Other ways to use noise
Note: This tool is only available in the Terrain Tools package.
Alongside the Noise height sculpting tool, you can use the noise mask with other brush-based tools, as a source for 2D textures and 3D assets, and as a shareable settings asset.
Use a noise mask on brush-based tools
You can add noise as a mask to any height or texture brush to add variety without creating multiple brushes. The mask uses the same Noise Editor window that the Noise height sculpting tool uses, so it has the same options. For more information, refer to Noise reference and to Brushes.
Export noise output as 2D or 3D textures
You can also export a noise output as a texture to use as:
- A brush for any other brush-based tool from a 2D .png. For information about brush-based workflows and masks, refer to Brushes.
- A heightmapA greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
See in Glossary for new TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary tiles from a 2D .png.
- A 3D texture that you can use elsewhere in the Editor, for example to create a shaderA program that runs on the GPU. More info
See in Glossary.
To export the noise output, use the Noise Editor window from either:
-
Window > Terrain Tools > Noise Editor.
-
Brush Mask > Noise mask > Edit.
- A Terrain tile’s Inspector window > Paint Terrain tool > tool dropdown > Sculpt > Noise. can export from the Noise Editor window for a Noise mask, or from the Noise height sculpting tool.
Export options
Option |
Description |
Noise Settings |
The settings file the Noise Editor is using as a template for exporting noise settings. You can’t change this file. |
Texture Type |
Choose between a 2D texture (exported as .png), or a 3D asset. |
Dimensions |
Specify the texture’s size, where X is width and Y is height. If you set the Texture Type to Texture 3D, you can also specify the z-axis. |
Texture FormatA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More info See in Glossary |
Choose the texture format. For a list of supported formats, refer to GraphicsFormat. |
Reuse and share noise settings
The Unity Editor always saves noise settings to a settings asset file. You can create multiple setting files to reuse or share.
You can:
- Save your noise settings to the current noise settings asset.
- Revert changes you’ve made to the noise settings.
- Save your noise settings to a new noise settings asset.
To create an asset of noise definitions, use the Noise Editor window from either:
-
Window > Terrain Tools > Noise Editor.
-
Brush Mask > Noise mask > Edit.
- A Terrain tile’s Inspector window > Paint Terrain tool > tool dropdown > Sculpt > Noise.
To go back to the default definition asset:
- In the Noise Settings Assets field, select the prefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary picker (circle).
- In the Select Noise Settings window, select None.
Additional resources
Sculpt height with the Noise tool