The material Noise node can produce values considerably greater than its Output Max. Simplex and Gradient noise produce these values with the default settings. I only saw Perlin and FastGradient produce values outside of range with a Level Scale between -1 and 1. I only saw values below Output Min when Level Scale was between -1 and 0.
The image below was produced with all default node settings.
Edit: Multiple levels with Level Scale 1 produce the issue, as does a single level with a Level Scale other than 1. With 1 level and Level Scale 1, I’m not seeing the issue. Also using a Custom node with:
return SimplexNoise3D_TEX(EvalPos);
and Input Name: EvalPos appears to produce a uniform distribution.
Thank you for your report. I have entered a bug report for this issue, for reference UE-13074. We believe that this issue may be a result of float point error used in the calculation process, but we are investigating this issue currently and as we know more I will let you know here.
In the screenshot above, simplifying a bit, I combined the noise with a radius and check if the value is positive or not to create a halo effect (the white color on the outer edge). The colored quadrants are what I used to located the coordinates of the glitch.
Note the three white dots in the middle of the halo, and especially the size of the middle dot.