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Tiled Voronoi Noise : Cycles, Eevee and OSL
Needs ReviewPublic

Authored by Charlie Jolly (charlie) on Sep 28 2018, 1:13 AM.


Brecht Van Lommel (brecht)
Group Reviewers

This patch adds the following features to Voronoi noise.

+ Tile option, when selected the texture is created using a seamless method.
+ Additional distance metrics.

+ Jitter option. When set to zero this relaxes the voronoi cells. This uses a normal socket so can be set for XYZ axis
+ Coords output. Exposes the coordinates in each cell
+ Cell. Exposes the cell position relative to the input coordinates. This can be used for stained glass window effects.

Known issues:
+ Eeevee seems to not get the same normal inputs when using the built in node normal ui. When set usin a single value or combine XYZ there is no issue.

Diff Detail

rB Blender

Event Timeline

Fix tiling when color option is used.

Change tileable option name to periodic. This matches name used in Gabor patch and is more accurate in how the option works relative to scale.

This seems incredibly useful! Would a "Voronoi Cracks" version also be possible?

There seems to be a purely node based solution at Blender Stack Exchange which works great, but it is kind of slow and heavy.
I would hope a native one would preform better

We got a native crackle a while ago, grab a nightly build at and enjoy.

We got a native crackle a while ago, grab a nightly build at and enjoy.

Yes we do, hadn't even noticed yet. I can't keep up with the astonishing development speed any more.
Never mind that, sorry for the noise and thanks for the great work.