How to use the Pixel Noise Generator
- Pick a type: Perlin, simplex, value, Worley/cells, cell edges, white noise, checkers, bricks or stripes.
- Set the size, seed and feature scale. Add octaves for detail.
- Keep 'tileable' on and check the 3×3 preview for seams.
- Map it to colors: a two-color gradient with N levels, or a palette like Endesga 32.
- Tune dithering and contrast, then download the PNG.
What you get
- Seamless PNG texture up to 512×512
- Palette-limited output, optionally dithered
Tips from making games with it
- Worley edges with 3–4 dark-to-light levels makes stone and cracked-ground textures quickly.
- Perlin with 2 octaves and a green gradient is a solid base for grass. Add flowers by hand.
- With tileable on, lacunarity snaps to whole numbers so every octave still wraps.
- Use the same seed to regenerate the exact same texture later. Note it down with your asset.
Use cases
- Ground, water, stone and cloud textures for tilesets
- Backgrounds and parallax layers
- Masks and height maps for procedural generation
- Brick and checker patterns for quick prototype levels
FAQ
Is the noise really seamless?
Perlin, value and Worley use a periodic lattice, so opposite edges match exactly. Simplex is made tileable by blending offset samples, which is seamless but slightly lower in contrast.
What do octaves, lacunarity and gain do?
Octaves stack layers of noise. Lacunarity sets how much finer each layer is (2 = twice as fine), and gain sets how much weaker each layer is (50% = half as strong).
Why does the output only have a few colors?
It's mapped into palette levels on purpose, so it looks like pixel art. Raise the levels or pick a larger palette for smoother results.
Can I get the same texture again?
Yes. All types are seeded, so the same settings and seed always produce the same image.
Is anything uploaded?
No. Textures are generated in your browser.