Contents
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
Manifold
The manifold over which to apply the noise. (The default is P).
Global
Surface Position
Frequency
Sets the lowest (starting) frequency of the noise layers.Octaves
Inner Loop
Gain
Lacunarity
Jitter
Smoothness
Using 0 produces a voronoi/cellnoise pattern, 1 results in smooth noise.Turbulent
Better Contrast
Improve contrast when smoothness increases
Octaves
Smoothness Offset
Increase/decrease smoothness per octave
Smoothness Offset Wrap
Wrap the smoothness range (0-1) or just clamp
Advanced
Filter
Change the filter size
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
Float Scale
Scalar float value
Float Offset
Float Offset value
Output Parameters
resultF
The result of voronoise texture.
resultRGB
The voronoise texture as a monochromatic color.