Going Loopy?

Did you know that it is possible to loop noise in Cinema4D?

This can open up many possibilities for you, not just with the use of materials, but also when working with objects such as the shader effector. You may want random motion, but need it to loop. So instead of using the random effector, you could use the shader effector with loopable noise.

The loop option works for nearly all types of noise with the exception of Electric, Gaseous, Random and Wavy Turbulence.  The different noise types will give you quite varied results. So experiment with noise type, size, octaves and also try adjusting the brightness and contrast.

Here’s how it works..

Firstly, you need to set an animation speed for the noise.

Then you set the loop period.  The loop period value refers to the number of seconds for the loop, so if you set this to 3, then the noise will loop after 3 seconds.

Noise Settings

Noise Settings

To make sure the noise does loop, the animation speed may be adjust slightly internally. The reason for this is that the speed will need to be a specific value for the loop to be possible. So if you use a value that is not loopable within the loop period (i.e. the speed is too fast or too slow), Cinema4D will internally adjust the animation speed so it becomes possible.

So the obvious use for this with MoGraph is with the Shader Effector.

Here’s a few examples using a Cloner set to Grid Array with varying noise types.

This uses regular noise

This uses cell noise

This uses dents

You can also use this method on non-MoGraph objects.  Using the sample effector node, you can sample the Shader Effector and then use the Range Mapper to apply the values to other objects parameters.

Using Xpresso to link the Shader Effector to normal objects

Using Xpresso to link the Shader Effector to normal objects

Here is an example where I have used it to control the colour and heading of a spotlight, and also the Z movement of an ExtrudeNURBS.

So there you have it . . . loopable noise.  Lot’s more you could do besides.  I hope you found this useful.

You can grab the files here.

Author: Tim


  1. Mark Spencer
    Mark Spencer On May 8, 2009 at 4:54 AM

    Very nice, good to see something from you again – enjoyed your instruction on fxphd term before last…

  2. John Fischer
    John Fischer On May 8, 2009 at 2:57 PM

    Great stuff, Tim! I always learn something new from your examples. Thanks for posting.

  3. mostyle
    mostyle On July 19, 2009 at 10:55 AM

    cool…need that right now =)

  4. Quentin
    Quentin On September 19, 2009 at 7:26 PM

    But what if the desired look you want is with a random effector. is there no way at all to loop a random effector?

  5. Eric
    Eric On July 6, 2010 at 5:28 PM

    I know this thread is a year old, but i’m hoping someone still checks it. I’m wondering how to do a similar effect with a sound effector controlling a clone matrix of cubes. I want the color of the cubes to change when the cube is effected. The problem with the built in frequency color in sound effector is that it doesn’t allow a lot of options with the material. I would like my material to glow and look a little reflective / translucent when it is activated.

  6. bryan
    bryan On July 24, 2014 at 5:46 AM


  7. hamid
    hamid On February 10, 2015 at 11:56 PM

    Hi Tim,
    I got a problem, searched everywhere on the net,forums etc..
    When I try to animate my noise shader,it just wont animate…
    This is happening in the material editor preview… Can you please help


    • admin
      admin On February 11, 2015 at 2:40 PM

      @hamid I’m not sure why it isn’t animating? In the Noise Shader, you need to set Animation Speed >0 and then right click on the noise preview in the material manager and choose Animate. This will then show you the noise animating (hopefully!)

      • hamid
        hamid On February 27, 2015 at 4:02 PM

        Hi Tim,
        Yes the speed is set and also the preview animation is activated, but still no luck. I gues I will have to reinstall the application !

        Thank you.

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