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A cell noise pattern generator with options that can be used as an input to several other shader nodes to produce various effects. This is useful for creating many real-world patterns e.g. marble, granite, leather, etc. Some examples of different Cell Noise cell_noise 'Patterns' that have been animated using Time time are shown below (selectthe images to view the animations):
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This shader provides seven patterns for now. Noise1 noise1 and Noise2 noise2 are Voronoise by Inigo Quilez with static/dynamic feature points. Cell1 cell1 and Cell2 cell2 are cell noise with static/dynamic feature points. Worley1 worley1 and Worley2 worley2 are Worley noise with the closest/second closest feature points. Alligator alligator is another variation of Worley noise computed as the distance to the second closest feature point minus the distance to the closest feature point.
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additive
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This determines how noise patterns of different octaves are merged. If Additive additive is enabled (default), all noise patterns are simply added. If this is disabled, the largest value is selected.
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The color of each Voronoi cell is randomly picked from the connected node. An arbitrary RGB node including image and ramp can be connected here. Note that this is different from simple texturing using UV.
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density
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This parameter can be used to create flake noise by decimating some cells. This only works with cell1/cell2 for now.
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