The example images are all workflow-included. Generated using dpmpp_2s_ancestral
, Karras scheduler and
starting out with gaussian noise then switching to the custom noise type at the 35% mark.
Some of these noise types are too extreme to be used for initial generations or even with pure noise of that type. However you can either schedule the noise type to kick in at a certain percentage (as in these examples) and/or mix it with something a bit more run of the mill. See advanced_noise_nodes.
grey
onef_greenish_mix
(50/50 mix of positive/negative noise.)onef_greenish
onef_pinkish_mix
(50/50 mix of positive/negative noise.)onef_pinkish
onef_pinkishgreenish
(50/50 mix ofonef_pinkish
andonef_greenish
.)velvet
violet
white
This is the default noise type for SDE samplers.
This is the default noise type for non-SDE samplers.
This is probably not actually green noise. It produces a very colorful effect, however it's very strong and not really suitable for initial generation.
You can also use a negative multiplier to achieve a different effect:
Variation using area scaling:
Variation using bislerp scaling:
Previously known as pink
. The implementation isn't correct, though in terms of results it's fine.
Previously known as power
. The implementation isn't correct, though in terms of results it's fine.
Also see the Advanced Power Noise examples.
You can also use a negative multiplier to achieve a different effect:
Variation using area scaling:
Variation using bislerp scaling:
Pyramid noise, generated with a discount of 0.5. (Generally less extreme effect.)
Pyramid mix is a combination of positive and negative pyramid noise. The effect on the generation is mild compared to raw pyramid noise.
You can also use a negative multiplier to achieve a different effect:
Variation using area scaling:
You can also use a negative multiplier to achieve a different effect:
Variation using bislerp scaling:
You can also use a negative multiplier to achieve a different effect:
This may not actually be pyramid noise at all. Also note that it is quite slow to generate as it effectively generates noise ~60x the latent size.
Variation using area scaling:
Variation using bislerp scaling:
Rainbow is a mix of Perlin and Green noise types.
The "mild" variation uses a relatively low proportion of green noise:
The "intense" variation uses a higher proportion of green noise for a more extreme effect.