# Material Noise node produces values out of range

**URL:** <https://forums.unrealengine.com/t/material-noise-node-produces-values-out-of-range/312994>\
**Category:** Asset Creation\
**Tags:** range, noise, unreal-engine, question\
**Created:** [March 29, 2015, 12:45am UTC](https://forums.unrealengine.com/t/material-noise-node-produces-values-out-of-range/312994 "2015-03-29T00:45:46Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![xnihil0zer0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xnihil0zer0](https://forums.unrealengine.com/u/xnihil0zer0)\
**Post date:** [March 29, 2015, 12:45am UTC](https://forums.unrealengine.com/t/material-noise-node-produces-values-out-of-range/312994/1 "2015-03-29T00:45:46Z")

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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.

 ![36384-noisebug.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/c/7/2c7f20dbb0998c8d6fe32d4fcf3f074eed1191f5.jpeg)

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.

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**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [March 31, 2015, 7:10pm UTC](https://forums.unrealengine.com/t/material-noise-node-produces-values-out-of-range/312994/2 "2015-03-31T19:10:38Z")

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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

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**Author:** ![geordie](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@geordie](https://forums.unrealengine.com/u/geordie)\
**Post date:** [June 28, 2017, 3:03am UTC](https://forums.unrealengine.com/t/material-noise-node-produces-values-out-of-range/312994/3 "2017-06-28T03:03:11Z")

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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?

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**Author:** ![anonymous\_user\_0c505366](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0c505366](https://forums.unrealengine.com/u/anonymous_user_0c505366)\
**Post date:** [October 16, 2021, 4:12pm UTC](https://forums.unrealengine.com/t/material-noise-node-produces-values-out-of-range/312994/4 "2021-10-16T16:12:05Z")

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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?

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**Author:** ![NahorCA](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NahorCA](https://forums.unrealengine.com/u/NahorCA)\
**Post date:** [September 20, 2023, 11:09pm UTC](https://forums.unrealengine.com/t/material-noise-node-produces-values-out-of-range/312994/5 "2023-09-20T23:09:03Z")

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Here is another case (UE 5.3):

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/a/2/8a2f05759cbf7a540ac1299873f5c1590f56bc82.jpeg)  
Coordinates as entered are (-232.4, -145.3, 55.5)

This is what it looks like in-game:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/5/9/f5953df5c9bc792a8d532b606a91a7ce5cae11ad.jpeg)  
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.

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**Author:** ![RayGind](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RayGind](https://forums.unrealengine.com/u/RayGind)\
**Post date:** [October 7, 2026, 4:42pm UTC](https://forums.unrealengine.com/t/material-noise-node-produces-values-out-of-range/312994/6 "2026-10-07T16:42:50Z")

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Encountered again in UE 5.6.

UE 5.6  
Noise:  
Function = Fast Gradient - 3D Texture  
Levels = 3  
Level Scale = 2  
Output Min = -0.1  
Output Max = 0.1

(Noise + 0.1) \* 5 + 0.11 goes directly into Оpacity Mask

Opacity Mask Clip Value = 0.1

At this point all noise should be in [0.11 - 1.11] and no pixels should be clipped.

However this does not happen.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/3/b/e3b0fcc98bd214361e683743034445d073f1560e.png)

A Saturate node after the noise normalization fixes the issue.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/e/f/befad1848f509d95aaabc2f357f862b7af773051.png)
