Material Noise node produces values out of range

Currently using 4.7.3.

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.

Hi xnihil0zer0 -

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.

Thank You Again -

Eric Ketchum

Have also run into this recently, looks like it’s marked as Won’t Fix due to lack of updates. Any chance of re-opening?

Also ran into this recently… Any chance of reopening?

Really don’t wanna make a noise function from scratch, you know how much maths that is?

Here is another case (UE 5.3):


Coordinates as entered are (-232.4, -145.3, 55.5)

This is what it looks like in-game:


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.