Noise Map Generator is a lightweight Unreal Engine editor plugin that allows you to generate tileable procedural noise textures directly inside the engine, no external tools required.
Supports Perlin, Worley, Ridged FBM, RGB octave packing, live preview, adjustable parameters, and instant asset baking. Fast, simple, free.
Perfect for materials, VFX, environment masking, landscapes, decals, stylized effects, shader experiments, dithering textures, randomization masks, and more.
Everything you generate is 100% seamless, fully deterministic through seed control, and saved directly as a Texture2D asset.
How It Works
Open the Plugin Window
In the Unreal Editor, go to the top menu and select:
Window → Noise Map Generator
This will open the plugin’s interface.Adjust Your Noise Settings
Configure resolution, algorithm, octaves, frequency, gain, normalization, and output mode.
All changes can be previewed instantly.Generate a Preview
Click “Generate Preview” to update the live preview panel with your current settings.Bake & Save the Texture
Click “Bake & Save” to generate a seamless noise texture and automatically save it as a Texture2D asset in your chosen /Game/... folder.
The Content Browser will automatically focus on the output location.Exit the Tool
Use the “Quit” button to close the Noise Map Generator window at any time.
Noise Settings Available:
Resolution
Preview tiling repeat
seed
Octave
Frequency
Lacunarity
Gain
Normalize
Mode(Perlin/Worley/Ridged)
output mode (Split first 3 octaves to RGB channels or grayscale)
output path
base name
overwrite
Core Features
Tileable Perlin Noise (4D Torus Mapping)
Smooth, high-quality Perlin
Toggle FBM mode for layered fractal detail
Adjustable Octaves, Frequency, Lacunarity, Gain
Fully seamless in both X/Y
Ridged FBM Noise
Creates sharp ridges, peaks, veins
Great for terrain, stylized detail maps, clouds
Worley (Cellular) Noise
Procedural cellular patterns
Useful for cracks, stone, organic surfaces
RGB Octave Splitting Mode
Pack 3 octaves of noise into RGB channels:
R = Octave 0
G = Octave 1
B = Octave 2
Useful for:
Mask variation
Multi-layer material blending
Stylized patterns
Height/roughness/metallic multi-maps
Works with any selected algorithm (Perlin, Ridged, Worley).
Free
Free!
Small but convenient contribution to the community!
You can also Buy me a coffee if you want to support!
Any tip is appreciated!