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=0produces a minimum distance non-jittered grid of values, like RSL's cellnoise.
jitter=0,smoothness=1gives a noise function, similar to perlin's.
jitter=1,smoothness=0produces a jittered, minimum distance Voronoi pattern.
jitter=1,smoothness=1produces a combination of jittered Voronoi and noise : "voronoise" !
Compared to Inigo's code, this version also adds fractal octaves and turbulence
FrequencySets the lowest (starting) frequency of the noise layers.
SmoothnessUsing 0 produces a voronoi/cellnoise pattern, 1 results in smooth noise.
A multiplier for the color values in a texture, can be used to adjust brightness or manipulate individual color channels
Apply an offset to the result, shifting the colors of the result
A multiplier for the alpha channel, useful when the alpha is used to drive a parameter
An offset for the alpha channel, useful when the alpha is used to drive a parameter
The result of voronoise texture.
The voronoise texture as a monochromatic color.