The Noise Texture in Cycles is more like Clouds, what I want is two colors I can mix and it produces random dots in a settable size, like a TV with no channel, or snow, like I did in the Crystal Ball in my Avatar, I did using Blender Internal Render Engine AKA BI, using the Noise Texture.
I searched the internet and forum, but did not find anything.
If you play with the scale in the Noise node, then add a Bright/Contrast node followed with
a colour ramp into the diffused, it kind of looks like noise on a tv screen.
I mixed a musgrove noise with a checker to the pixelation effect
And then added some noise in bands {only Z vector coord used} to add the variation in density going down the texture
And then a colour ramp to get the colours from an ‘off phosper’ colour to a white colour
Thanks for the reply, I tried this node setup, what I got looked like what you have, but its static, it does not behave like the Noise generator of BI, which is not static, is that what you have or did I miss something?
m9105826 is absolutely correct.
In Cycles you animate the values to change the texture.
Here the CombineXYZ has an X value that changes from 0 to 1, but this then fed via a noise texture to create an arbitary change of X vector coordinate
And I have also animated the Z coordinate from 0 to 100 to shift the dark lines down the screen