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.

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

The number of noise octaves used. More octaves add successively more noise.

 

 

Gain

Also known as persistence. Used to shrink or expand the amplitude of each successive octave of noise. 1/f noise is achieved when gain = 1/lacunarity

 

 

Lacunarity

The scaler used to determine the frequency of each sucessive octave of noise. Smaller numbers will cause the layers to be more closely spaced in frequency. Larger values will space them further apart.

 

 

Jitter

Controls the amount of jitter applied. 0 gives regular grid, 1 gives a Voronoi like grid

 

 

Smoothness

Using 0 produces a voronoi/cellnoise pattern, 1 results in smooth noise.

 

 

Turbulent

Should the noise be turbulent

 

 

Manifold

The manifold over which to apply the noise. (The default is P).

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.