What it does
Break up a material into scattered individual blocks. White noise gives neighbouring blocks unrelated values, so it is useful for speckles rather than smooth terrain.
Connect Output to Density Bands to choose between materials, and keep that rule inside Material by Solidity’s Solid. Change Seed to get a different scatter; the same seed gives the same value at the same position.
In 3D
The noise shaping real terrain: added to a slope from solid ground to open sky, it carves overhangs, caves and floating pieces.

Inputs and outputs
| Name | Type | Default | What it changes |
|---|---|---|---|
| Inputs | |||
| Seed | Integer | 1 | Changes the random scatter independently of the world seed. |
| Output | |||
| Output | Density | An unrelated random value at each position, including vertically. | |
Good to know
Hold the pattern down a column
Use Coordinate Override to hold Y fixed if every block in a column should make the same material choice. Otherwise the block above gets its own value.