Using fully procedural noise patterns
We wanted to end our journey with this last recipe, which talks about a technique that is both powerful and flexible, but also quite demanding in terms of computing power. It is best used as a means of creating other assets, and isn't really directly employed in real-time apps and games. We are talking about the noise node—a fully procedural, mathematical system that allows you to create many different non-repetitive textures and assets based on it. Similar to the semi-procedural material creation techniques we saw in earlier chapters, this node takes things a bit further and enables you to use an effect that's very widespread in offline renderers, giving you the ability to create materials where repetition is not a concern. Let's see how it's done!
Getting ready
Unlike in the previous recipe, we won't need anything else apart from what the engine offers us to tackle this recipe. However, we've prepared a small scene that you can use should you choose...