Applies a noise to the geometry


## Description

The noise can affect any attribute, not just the position.


## Parameters

<table>
<thead>
	<tr>
		<th>Name</th>
		<th>Type</th>
		<th>Description</th>
	</tr>
</thead>
<tr>
	<td>amplitude</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>noise amplitude</td>
</tr>
<tr>
	<td>tamplitudeAttrib</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to multiply the amplitude by a vertex attribute</td>
</tr>
<tr>
	<td>amplitudeAttrib</td>
	<td><div class='bg-purple-800 px-2 py-px text-white rounded-sm'>string</div></td>
	<td>which vertex attribute to use</td>
</tr>
<tr>
	<td>freq</td>
	<td><div class='bg-blue-800 px-2 py-px text-white rounded-sm'>vector3</div></td>
	<td>noise frequency</td>
</tr>
<tr>
	<td>offset</td>
	<td><div class='bg-blue-800 px-2 py-px text-white rounded-sm'>vector3</div></td>
	<td>noise offset</td>
</tr>
<tr>
	<td>octaves</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>noise octaves</td>
</tr>
<tr>
	<td>ampAttenuation</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>amplitude attenuation for higher octaves</td>
</tr>
<tr>
	<td>freqIncrease</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>frequency increase for higher octaves</td>
</tr>
<tr>
	<td>seed</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>noise seed</td>
</tr>
<tr>
	<td>useNormals</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to have the noise be multiplied by the normal</td>
</tr>
<tr>
	<td>attribName</td>
	<td><div class='bg-purple-800 px-2 py-px text-white rounded-sm'>string</div></td>
	<td>set which attribute will be affected by the noise</td>
</tr>
<tr>
	<td>useRestAttributes</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to use rest attributes. This can be useful when the noise is animated and this node does not clone the input geometry. Without using rest attributes, the noise would be based on an already modified position, and would therefore accumulate on itself after each cook. This may be what you are after, but for a more conventional result, using a rest attribute will ensure that the noise remains stable. Note that the rest attribute can be created by a RestAttributes node</td>
</tr>
<tr>
	<td>restP</td>
	<td><div class='bg-purple-800 px-2 py-px text-white rounded-sm'>string</div></td>
	<td>name of rest position</td>
</tr>
<tr>
	<td>restN</td>
	<td><div class='bg-purple-800 px-2 py-px text-white rounded-sm'>string</div></td>
	<td>name of rest normal</td>
</tr>
<tr>
	<td>operation</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>operation done when applying the noise (add, set, mult, subtract, divide)</td>
</tr>
<tr>
	<td>computeNormals</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to recompute normals if the position has been updated</td>
</tr>
</table>