Blue Noise in Procedural Rendering and Texturing

Published on January 06, 2026 | Translated from Spanish
Comparative diagram showing the spatial distribution of points: white noise (random and clustered), blue noise (uniform and spaced) and a regular pattern, applied to a texture plane.

Blue Noise in Rendering and Procedural Texturing

In computer graphics, distributing elements in a believable way is a constant challenge. Blue noise presents itself as a technically superior solution to purely random white noise. While white noise generates unsightly clustering, blue noise imposes a minimum distance between samples, achieving uniform coverage without falling into the rigidity of a grid pattern. This balance is fundamental for the final results to be perceived as organic and free of annoying visual artifacts. 🎨

Practical Applications: Beyond Theory

The utility of blue noise materializes in two main areas of 3D graphics and image processing. Its ability to organize without ordering makes it indispensable.

Key Uses in Visual Production:
  • Advanced Dithering: It is applied to break banding or color bands in gradients, especially on displays with low color depth. It blurs transitions imperceptibly.
  • Dispersing Natural Elements: It is the basis for placing vegetation, rocks, or particles in a scene. It ensures that objects do not overlap and prevents repetitive patterns that reveal their procedural origin.
  • Sampling Textures and Shadows: It improves rendering quality by distributing sampling rays more efficiently, which can reduce grain noise in the final image.
If randomly dispersing objects makes the result look like a military parade, blue noise is your ally to make the nature in your scene stop looking so obedient.

Generating the Patterns: Algorithms Behind the Magic

Creating a blue noise distribution is not trivial. A random number generator is not enough; specific methods are required that optimize the position of each point in space.

Common Algorithms to Produce It:
  • Poisson Disk Sampling by Rejection: An iterative method that tests random positions and accepts them only if they respect a minimum distance from existing ones.
  • Relaxed Voronoi Tessellation (Lloyd): Starts from random points and iteratively relaxes them until the Voronoi cells become more uniform, achieving an excellent distribution.
  • Filtered Low-Discrepancy Sequences: Quasi-random sequences, such as Halton, are used and filtered to eliminate frequencies that cause visible patterns.

Integrate into Your Workflow

The good news is that many rendering engines and 3D graphics software already implement these techniques. Artists and technicians can access them through shader system nodes, modifiers for dispersing geometry, or settings in particle systems. Mastering their use allows enriching visual variety efficiently, moving from results that seem calculated to scenes that breathe authenticity. Understanding and applying blue noise is a decisive step to improve the procedural quality of any project. 🚀