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The Noise Procedural creates a pseudo-random noise pattern based on Ken Perlin's implementations. Due to its infinite and seamless nature, it is ideal for replicating organic or dust patterns. Useful as a color texture or in grey-scale as a bump, displacement, weight map or mask texture.
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Noise Procedural parameters
Blending factor
Blend percentage Blends a percentage of the current procedural with the result of the procedurals below in the stack.
Coordinates type
Choose Chooses if the procedural will be created in object Texture coordinates or in World coordinates. World coordinates may be more suited suitable most times of the time as it this will avoid creating seems seams which can appear if the objects texture coordinates are used instead.
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