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 mainfold 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 a combination of jittered Voronoi and noise, "voronoise".
Note, this version also adds fractal octaves and turbulence.
Sets the lowest (starting) frequency of the noise layers.RIB: float frequencyDefault: 1.0
The number of noise octaves used. More octaves add successively more noise.RIB: int octavesDefault: 3
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/lacunarityRIB: float gainDefault: 0.5
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.RIB: float lacunarityDefault: 2.0
Controls the amount of jitter applied. 0 gives regular grid, 1 gives a Voronoi like gridRIB: float jitterDefault: 0.0
Using 0 produces a voronoi/cellnoise pattern, 1 results in smooth noise.RIB: float smoothnessDefault: 1.0
Should the noise be turbulentRIB: int turbulentDefault: 0
The manifold over which to apply the noise. (The default is P).RIB: struct manifold
- The result of voronoise texture.