Implicit and Explicit Procedural Noise
By Neil Blevins
Created On: Apr 3rd 2015
Updated On: Feb 22nd 2026
Software: Any


Sometimes you hear the terms Implicit and Explicit Procedural Noise, and might wonder what that means?

A simple definition:

1) An Implicit thing in CG is where a mathematical equation represents something.
2) An Explicit thing in CG is where you have a good approximation of that mathematical algorithm, but it's not perfect.

So for example, in geometry, an implicit model is where it calculates the sphere as an equation, a standard sphere equation would be x^2 + y^2 + z^2 = 1. So if you want to get the xyz point anywhere on that sphere, it can be calculated to an exact mathematical position.



A polygonal sphere is an explicit model, because you only have an approximation of a true sphere. Even if you increase the number of polygons, you're just getting a better and better approximation, you will never actually reach a perfect sphere at any point. And when you zoom closer to the sphere, you'll see the polygons.



In texturing, a standard procedural noise is implicit (for example, Perlin noise), because when you zoom in, it just calculates more of the image based on the original algorithm, so you never reach a point where you can't zoom in any more.



Something like a bitmap is an explicit image, since the result is stored as a set of pixels, if you zoom in past the pixel resolution of the image, you don't get more information, and it just looks all pixelated. Its an approximation of the original implicit noise.



So what is "Explicit Noise"? The texture software Substance uses Explicit Noise. While they are secretive about the exact formula, basically their noises are made up by taking an image and repeatedly placing it on a 2d surface, each randomly rotated and placed, then the image is subdivided and the process repeats.





This can create patterns that are very similar to implicit procedural noise, but with a few different advantages and disadvantages.

Advantages:
Disadvantages:
Another example of a procedural pattern that is Explicit is Texture Bombing, which involves dropping image particles on a surface with random positions, rotations and scales.

For example the Photoshop plugin FilterForge has a "Bomber" feature...



The result can look very noise like, but since you're using 2d images as particles (in this case, stars), they are explicit, and will reveal resolution issues when you get too close.

Anyways, hope this helps to at least slightly demystify the difference between Implicit and Explicit Procedural Noise.


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