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SVG Turbulence Filter (feTurbulence)

SVG's feTurbulence primitive generates Perlin-noise-based procedural texture entirely within the format — no external noise image needed.

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How feTurbulence Generates Noise

`<feTurbulence type="turbulence" baseFrequency="0.05" numOctaves="3">` generates procedural Perlin noise as a filter primitive — `type="fractalNoise"` produces a softer, cloud-like variant, while `baseFrequency` controls the noise's granularity (lower values produce larger, smoother patterns).

  • type="turbulence" produces sharper, more chaotic noise patterns
  • type="fractalNoise" produces softer, cloud-like variations
  • baseFrequency controls noise granularity — lower means larger patterns

Common Effect Applications

feTurbulence alone creates static or paper-grain textures, combining it with `feColorMatrix` produces colored noise effects, and feeding turbulence output into `feDisplacementMap` creates organic distortion effects (wavy text, liquid-like edges) — a technique combination that appears frequently in creative SVG filter effects.

  • Standalone turbulence creates static, grain, or paper-texture effects
  • Combined with feColorMatrix, produces stylized colored noise
  • Feeding into feDisplacementMap creates organic wave/liquid distortions

Frequently Asked Questions

Is feTurbulence performance-intensive?

It can be, especially at high numOctaves values or applied to large areas — test performance on target devices, particularly mobile, since filter-heavy SVG can strain rendering on less powerful hardware.

Can feTurbulence create a realistic wood grain or marble texture?

With careful tuning of baseFrequency, numOctaves, and combined color mapping, feTurbulence can approximate organic textures like wood grain or marble reasonably well, though highly realistic results often still benefit from a raster texture instead.

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