Voronoi Node

Access: Nodes > Procedural > Noise > Voronoi

The Voronoi node creates a type of procedural noise. It is used to generate cells based on a Voronoi algorithm. Each point on the surface is owned by the nearest vertex of a jittered grid and generates a value from that vertex.

 

Voronoi Noise on Geometry

Voronoi Node Inputs

Input

Description

Position

The position to use when sampling grid vertices. This defaults to surface world position when the Space attribute is 3D, and surface UV when the Space attribute is UV.

Voronoi Node Outputs

Output

Description

Output

The output specified by the Output attribute.

UV

XY components are UV coordinates for the cell, centered around the nearest grid vertex. W output is 1.0 if the UV coordinate is inside the 0-1 range, 0.0 if it is outside of it.

Voronoi Node Properties

Scale

text field, slider

This value scales the jittered grid to sample from.

Scale: 0.1 Scale: 0.5 Scale: 2

Jitter

text field, slider

This controls the amount the grid is jittered by. 0 being a uniform grid and 1 being fully randomized.

Space

dropdown list

Select whether to work in 3D or UV space.

If 3D is selected, the grid vertices are found using surface position.

If UV is selected, the grid vertices are found using surface UV.

Output

dropdown list

Select how to blend between the Color A and Color B attributes in each cell.

Solid - Each cell is a solid color that is a random blend between Color A and Color B.

Cellular - Each cell is a gradient from Color A at the center to Color B at the edges.

Output: Solid Output: Cellular

Color

Color A

color select

The output value of a given cell is a random blend between this color and Color B.

Color B

color select

The output value of a given cell is a random blend between this color and Color A.