Jitter node
Access: Nodes > Math > Jitter
Adds a small, independent pseudo-random offset vector (ranging from -1 to +1 per channel) to the input, scaled by an Amount slider.
| Input (Input, Seed) | Output (RGBA) |
| Input = (0.5, 0.5, 0.5, 1.0), Amount = 0.0 | (0.5, 0.5, 0.5, 1.0) (identify output regardless of seed) |
| Input = UV coordinates, Per-pixel UV Seed | Spatially varying coordinate offset per pixel. |
Jitter node inputs
|
Input |
The base input vector to be jittered. |
| Seed | Coordinate seed map determining offset distribution. The Seed socket controls the source of randomness: • Wire a Constant (Color/Vector) node to Seed for a fixed uniform offset across all pixels — useful for breaking up tiling by selecting a different region of a texture. • Wire UV or Position node to Seed for per-pixel spatial jitter, where each point on the surface receives a different offset based on its coordinates. |
Jitter node outputs
|
Output |
Outputs a small, independent pseudo-random offset vector to the input. |
Jitter properties
|
Amount |
(0 … 1, default 0) At Amount = 0 the output is identical to the input. |