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Pixel Noise and Pattern Generator

Seamless value noise, white noise, checkerboards, bricks, dots and stripes as pixel art tiles. Pick a size and a seed, map the result to your own palette, check it tiled, download the PNG.

1 · PATTERN

2 · COLOURS

Palette 4 colours
Noise mapping
Map quantises the noise into one step per palette colour, darkest to lightest. Two-colour uses only the first and last colour, split at the threshold.
Output size Native
Everything is live. The first palette colour is the darkest or background colour, the last is the lightest. Bricks use the first colour as mortar, dots use it as the ground.
Need tiles for a level? Tileset in SpriteLab generates autotile sets with Godot and Tiled exports. Subscription required.
Rendering…
RENDERINGYour tile appears here.

How it works

Pick a pattern and a size

Six generators: white noise, value noise, checkers, bricks, dots and stripes. Tiles from 8 to 512 px on each side. Each pattern has its own two or three controls.

Set the palette

Two to eight colours. Noise is quantised onto the ramp, patterns cycle through it. Presets give you greys, Game Boy greens, stone and grass in one click.

Check it tiled, then download

Hit TILED 3×3 above the preview to see the seams, or the lack of them. The PNG downloads at native size or a whole-number multiple.

Which pattern for what

These are building blocks, not finished art. Layer them under sprites, use them as dither masks, or treat the noise as a heightmap for procedural terrain. Every tile is on a strict pixel grid with no anti-aliasing.

WHITE NOISE

Every pixel is a random palette colour. Static, sand, film grain, TV snow. Threshold mode gives you a sparse speckle for stars or dust.

VALUE NOISE

Smooth blobs at a cell size you choose, with extra octaves for fine detail. Clouds, fog, terrain, marble, and the classic heightmap for island generators. Seamless by default.

CHECKERS

Transparency backdrops, test grids for tile alignment, floor tiles. Set the cell to your tile size and the checker doubles as a placement guide.

BRICKS

Running-bond brickwork with 1 px mortar and half-offset rows. Each brick picks a shade from the palette so the wall has some life in it before you paint over it.

DOTS

A regular dot grid: fabric, mesh, perforated metal, halftone-style shading. Small dots on a large spacing read as a light dither.

STRIPES

Horizontal, vertical or diagonal bands cycling through the palette. Hazard tape, awnings, carpets, and the scan-line overlay for a CRT look.

Seamless value noise wraps the underlying lattice, so the tile repeats in every direction. The other patterns tile cleanly when their cell, brick or stripe size divides the tile size evenly.

FAQ

Is the noise generator free?

Yes. Everything runs in your browser, there is no account and no watermark. Generate as many tiles as you like at up to 512 × 512.

Is the value noise seamless?

Turn on Seamless and the noise lattice wraps, so the tile repeats with no visible edge in any direction. Use the TILED toggle above the preview to see it repeated 3 × 3 before you download.

What does the seed do?

The seed picks the random numbers. The same seed, size and settings always give the same tile, so you can note it down and rebuild the pattern later. REROLL picks a new seed.

Is this Perlin noise?

It is value noise with octaves, which looks very similar to Perlin noise at pixel art sizes and quantises more cleanly to a small palette. It is the usual choice for pixel terrain, clouds and stone.

Can I generate tiles for a game?

Yes. Tileset in SpriteLab generates autotile sets with Godot and Tiled exports. It requires a subscription.

More free tools

In the app

Open SpriteLab to keep building with your sprites.