The
Fractal Noise effect uses Perlin noise to create grayscale noise
that you can use for organic-looking backgrounds, displacement maps,
and textures, or to simulate things like clouds, lava, or vapor.
The
Evolution controls create subtle changes in the shape of the fractal
noise. Animating these controls results in smooth changes of the
noise over time, creating an effect such as passing clouds or flowing
water.
This effect works with 8-bpc, 16-bpc, and 32-bpc color.
- Fractal Type
-
The noise is created by generating a grid of random numbers
for each noise layer (where the number of noise layers is specified
by Complexity). The Fractal Type setting determines the characteristics
of this grid.
- Noise Type
-
The type of interpolation to use between the random values
in the noise layer’s grid.
- Invert
-
Inverts the noise. Black areas become white, and white areas
become black.
- Contrast
-
The default value is 100. Higher values create larger, more
sharply defined areas of black and white in the noise, generally
revealing less subtle detail. Lower values result in more areas
of gray, softening or muting the noise.
- Overflow
-
Remaps color values that fall outside of the range of 0–1.0,
using one of the following options:
- Clip
-
Remaps values so that any value above 1.0 is displayed as
pure white, and any value below 0 is displayed as pure black. The
Contrast value influences how much of the image falls outside of
this range. Higher values result in a mostly black and/or white
image with less gray area. Therefore, higher contrast settings display
less subtle detail. When used as a luma matte, the layer has sharper, better-defined
areas of transparency.
- Soft Clamp
-
Remaps values on an infinite curve so that all values stay
in the range. This option reduces contrast and makes noise appear
gray with few areas of pure black or pure white. When used as a
luma matte, the layer contains subtle areas of transparency.
- Wrap Back
-
Remaps triangularly, so that values above 1.0 or below 0
fall back into the range. This option reveals subtle detail when
Contrast is set above 100. When used as a luma matte, the layer
reveals more detailed textured areas of transparency.
- Allow HDR Results
-
No remapping is performed. Values outside the range of 0-1.0
are preserved.
- Transform
-
Settings to rotate, scale, and position the noise layers.
The layers appear as if they are at different depths if you select
Perspective Offset.
- Complexity
-
The number of noise layers that are combined (according to
the Sub Settings) to create the fractal noise. Increasing this number
increases the apparent depth and amount of detail in the noise.
Note: Increasing
Complexity results in longer rendering times. If appropriate, try reducing
the Size rather than increasing Complexity to achieve similar results
and avoid longer rendering. A trick to increase apparent complexity
without increasing rendering time is to use a negative or very high
Contrast or Brightness setting and choose Wrap Back for Overflow.
- Sub Settings
-
The fractal noise is generated by combining layers of noise.
The Sub Settings control how this combination occurs and how the
noise layers’ properties are offset from one another. Scaling successive
layers down creates finer details.
- Sub Influence
-
How much influence each successive layer has on the combined noise.
At 100%, all iterations have the same amount of influence. At 50%,
each iteration has half as much influence as the previous iteration.
A value of 0% makes the effect appear exactly as if Complexity is
1.
- Sub Scaling, Rotation, and Offset
-
The scale percentage, angle, and position of a noise layer
relative to the previous noise layer.
- Center Subscale
-
Calculates each noise layer from the same point as the previous
layer. This setting can result in the appearance of duplicated noise
layers stacked on top of each other.
- Evolution
-
Uses progressive revolutions that continue to change the
image with each added revolution. This method is unlike typical
revolutions that refer to a setting on the dial control for which
the result is the same for every multiple of 360°. For Evolution,
the appearance at 0° is different from that at 1 revolution, which
is different from that at 2 revolutions, and so on. To return the
Evolution setting to its original state (for example, to create
a seamless loop), use the Cycle Evolution option.
You can
specify how much the noise evolves over a period of time by animating Evolution.
The more revolutions within a given amount of time, the more rapidly the
noise changes. Large changes in the Evolution value over a short
period of time may result in flashing.
To create a seamless
loop, use Cycle Evolution, and set Evolution keyframes at full revolutions
with no degrees—partially completed revolutions may interrupt the loop.
- Evolution Options
-
Options for Evolution.
- Cycle Evolution
-
Creates a cycle of Evolution that loops over the set amount
of time. This option forces the Evolution state to return to its
starting point, creating a smooth progressive cycle, a nonrepeating
cycle, or a loop segment.
To ensure that a cycle completes
full revolutions, choose a Cycle value that either matches or is
evenly divisible by the number of revolutions set for Evolution.
- Cycle (in Revolutions)
-
Specifies the number of revolutions that the noise cycles through
before it repeats. The speed of these Evolution cycles is determined
by the amount of time between Evolution keyframes. This option affects
only the evolution of the noise, not Transform or other controls.
For example, if you view two identical states of noise with different
Size or Offset settings, they don’t appear the same.
Note: Cycle
is available only if Cycle Evolution is selected.
- Random Seed
-
Sets a unique random value from which to generate the noise. Animating
the Random Seed results in flashing from one set of noise to another (within
that fractal type). For smooth transition of the noise, use the
Evolution option.

You
can easily create new fractal noise animations by reusing previously
created Evolution cycles and changing only the Random Seed value.
Using a new Random Seed value alters the noise pattern without disturbing
the Evolution animation.

Instead of animating
Evolution over the entire composition, save rendering time by prerendering
and looping one short Evolution cycle for the duration you want.
- Opacity
-
Specifies the opacity of the noise.
- Blending Mode
-
Specifies
an operation between the fractal noise and the original image. These
blending modes are identical to the ones in the Modes column in
the Timeline panel, with the following three exceptions:
- None
-
Renders the fractal noise only and does not composite on
the original layer.
- Hue
-
Renders the fractal noise as hue values instead of grayscale.
The Saturation and Lightness of the original layer are maintained.
If the original layer is grayscale, nothing happens.
- Saturation
-
Renders the fractal noise as saturation values instead of
grayscale. The Hue and Lightness of the original layer are maintained.
If the original layer is grayscale, nothing happens.
-
Select a layer in the Timeline panel,
and choose Effect > Noise & Grain >
Fractal Noise.
- Set two keyframes for Evolution.
- Adjust the time between keyframes and the number of Evolution
revolutions until you are satisfied with the animation of the noise.
- Select Cycle Evolution.
- Set a value for Cycle.
The evolution completes the number of revolutions you specify
for Cycle in the amount of time determined by the distance between
Evolution keyframes. Determine the Cycle value by considering how
much of this cycle you need to render before it repeats. The length
of the project and use of the cell pattern created determine this.
Choose the shortest length appropriate for your project to save
rendering time.
- Initially, the last frame of a cycle is identical to
the first frame. To create a seamless loop, skip the last frame
by setting the Out point of the layer one frame before the last
frame of the cycle.
- Move the current-time indicator to the time where the
cycle completes. For example, if the Cycle is set to 2, locate the
frame when the Evolution value is 2.
Note: If you set keyframes for other Fractal Noise controls,
return them to their initial settings where the cycle begins to
repeat in the timeline or the controls don’t loop.
- Move the current-time indicator back one frame.
- Trim the layer’s Out point at this frame.
- Prerender this layer, and import it into your project.
- Select the file in the Project panel, and choose File >
Interpret Footage. Then set Loop to the number of loops required
for the duration of the layer in the project.