Noise Factory V2
Noise Factory with the knobs the first one forgot
- IMAGE
NoiseFactoryV2 is the original NoiseFactory plus the controls you were probably looking for when you used the original: turbulence, a global frequency dial, and per-channel red/green/blue balance. Same eight noise types, same opensimplex engine, same CPU per-pixel generation - just with the ability to actually steer the result instead of accepting whatever the default mix gives you. If you've ever generated a nice plasma and wished you could push it purple, this is the node.
Same honest caveat as its little brother: this is procedural generation, not diffusion. It's a texture source - backgrounds, glitch overlays, img2img structural starting points - and it's deterministic when you set a seed, random when you leave it at −1.
What's actually new
The three added inputs are the reason to upgrade:
- turbulence (0–2) - distorts the noise field with a second layer of noise, like looking through warping glass. 0 is off; small values add organic wobble; higher values shred the pattern. This is the biggest single change in character between V1 and V2.
- frequency (0.1–5) - a master pitch dial for the whole pattern. Lower frequency spreads features out into slow clouds; higher packs them into fine grain. It overlaps with
scalebut acts as a global multiplier, which is handier. - red_balance / green_balance / blue_balance (0–2 each) - exactly what they sound like: per-channel multipliers applied at the end. Want cyan-tinged turbulence? Crush red and push blue. This is the color-tinting that V1's single
saturationslider could never give you.
Beyond that, everything carries over: noise_type (eight flavors, now defaulting to RGB Turbulence instead of Plasma), scale, octaves, persistence, saturation, and the optional seed (−1 for random, any number for reproducible runs). Note the existing saturation input still only meaningfully affects the HSV Noise type, so the new channel balances are your real color control.
Output: a single IMAGE, same format as V1 - save it, VAE it, blend it.
Installing it
Same pack, same install: ComfyUI Manager → Install Custom Nodes → search DJZ-Nodes → install → restart, or:
cd ComfyUI/custom_nodes
git clone https://github.com/MushroomFleet/DJZ-Nodes
cd DJZ-Nodes
pip install -r requirements.txt
It only needs opensimplex (plus numpy/torch, which ComfyUI ships). The pack's full requirements install far more than this node uses - the audio and 3D libraries - but nothing here is heavy enough to fight about.
Common issues
The speed caveat is inherited: 512×512 is the sensible playground, and per-pixel Python loops make large canvases genuinely slow, not just slower. On behavior, the new knobs interact: high turbulence plus high frequency produces visual mush fast, so move one at a time. And saturation still only bites on HSV Noise - if you set it to 2 and see nothing change on Plasma, that's expected, not a bug; use the channel balances instead. Otherwise V2 is strictly more capable than V1 - there's not much reason to install the original if you have this.
Inputs (13)
| Name | Type | Default | Description |
|---|---|---|---|
| width | INT | 51264–4096 | — |
| height | INT | 51264–4096 | — |
| noise_type | COMBO | RGB Turbulence | 8 options: Plasma, RGB Turbulence, Prismatic, HSV Noise, Perlin RGB, Polychromatic Cellular, +2 |
| scale | FLOAT | 1.00.1–10 | — |
| octaves | INT | 41–8 | — |
| persistence | FLOAT | 0.500–1 | — |
| turbulence | FLOAT | 0.50–2 | — |
| frequency | FLOAT | 1.00.1–5 | — |
| saturation | FLOAT | 1.00–2 | — |
| red_balance | FLOAT | 1.00–2 | — |
| green_balance | FLOAT | 1.00–2 | — |
| blue_balance | FLOAT | 1.00–2 | — |
| seedopt | INT | -1-1–4294967295 | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| IMAGE | IMAGE | — |