Like all texture style nodes, this node takes a manifold that describes either a 2D or 3D domain to apply a voronoise texture to. The default behavior if no manifold is attached is to apply over P in 3D. This node computes the voronoise function, which is a blend of noise and Voronoi as described by Inigo Quilez.
The jitter and smoothness parameters allow you to create different types of patterns.
jitter=0,smoothness=0
produces a minimum distance non-jittered grid of values, like RSL's cellnoise.jitter=0,smoothness=1
gives a noise function, similar to perlin's.jitter=1,smoothness=0
produces a jittered, minimum distance Voronoi pattern.jitter=1,smoothness=1
produces a combination of jittered Voronoi and noise : "voronoise" !
Compared to Inigo's code, this version also adds fractal octaves and turbulence
Input Parameters
Frequency
Sets the lowest (starting) frequency of the noise layers.
Octaves
Gain
Lacunarity
Jitter
Smoothness
Using 0 produces a voronoi/cellnoise pattern, 1 results in smooth noise.
Turbulent
Manifold
Adjust Output
Color Scale
A multiplier for the color values in a texture, can be used to adjust brightness or manipulate individual color channels
Color Offset
Apply an offset to the result, shifting the colors of the result
Alpha Scale
A multiplier for the alpha channel, useful when the alpha is used to drive a parameter
Alpha Offset
An offset for the alpha channel, useful when the alpha is used to drive a parameter
Output Parameters
resultF
The result of voronoise texture.
resultRGB
The voronoise texture as a monochromatic color.