Like all texture style nodes, this node takes a manifold that describes either a 2D or 3D domain to apply a Worley noise texture to. The default beahavior, if no mainfold is attached, is to apply over P in 3D. This node computes Worley noise, as described by Steven Worley.
Controls the size of the cells. Higher frequencies make smaller cells.RIB: float frequencyDefault: 4.0
The means to measure distances to neighboring cells. Manhattan distance gives more rectangular shapes and Euclidian distance gives more spherical shapes.
Value Metric C1 inverted displ C1 inverted C2 inverted 0 Euclidean: computes the euclidean distance to the nearest points. It looks a bit more pointy than Squared Euclidean distance. 1 Euclidean Squared: computes the squared euclidean distance to the nearest points. It looks rounder than pure Euclidean distance. 2 Manhattan: inspired by the grid-like organisation of Manhattan, this is distance to the nearest points when you can only travel around the cell's boundaries. 3 Chebyshev: also known as the Chessboard Distance, it is somewhat similar to the Manhattan distance, but with 45 degrees rotation. 4
Minkowski: it a generalisation of both euclidean and Manhattan distance. The exponent will make the pattern transition from Euclidian to Manhattan.
NOTE: This is much more expensive than the other distance metrics.
RIB: int distancemetricDefault: 0
Controls the distortion of the cells.RIB: float jitterDefault: 0.75
Multiplier for the distances to the first feature.RIB: float c1Default: 0.8
Multiplier for the distance to the second feature.RIB: float c2Default: -0.2
Makes the distance transition smoothly from Manhattan (1.0) to Euclidean (2.0) to weird un-explored territories.RIB: float minkowskiExponentDefault: 4.0
Modifies the computed distances to create different shapes:
- 0: Linear
- 1: CosineRIB: int shapeDefault: 0
Causes resulting distances to be clamped to the range 0.0 to 1.0.
distancemetric: EuclideanRIB: int clampDefault: 1
Inverts the final pattern.RIB: int invertDefault: 0
The manifold over which to apply the noise. (The default is P).RIB: struct manifold
- The result of Worley noise texture.