PxrWorley
PxrWorley
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.
Input Parameters
Frequency
Controls the size of the cells. Higher frequencies make smaller cells.
RIB: float frequencyDefault: 4.0
Distance Metric
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
Jitter
Controls the distortion of the cells.
RIB: float jitterDefault: 0.75
C1
Multiplier for the distances to the first feature.
RIB: float c1Default: 0.8
C2
Multiplier for the distance to the second feature.
RIB: float c2Default: -0.2
Minkowski Exponent
Makes the distance transition smoothly from Manhattan (1.0) to Euclidean (2.0) to weird un-explored territories.
RIB: float minkowskiExponentDefault: 4.0
Shape
Modifies the computed distances to create different shapes:
- 0: Linear
- 1: Cosine
RIB: int shapeDefault: 0
Clamp
Causes resulting distances to be clamped to the range 0.0 to 1.0.
c1: 1.0
c2: -0.95
distancemetric: Euclidean
RIB: int clampDefault: 1
Invert
Inverts the final pattern.
RIB: int invertDefault: 0
Manifold
The manifold over which to apply the noise. (The default is P).
RIB: struct manifold
Output Parameters
- resultF
- The result of Worley noise texture.