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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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PatternDescriptionNon-AdditiveAdditive
Noise1Voronoise with static feature points
Noise2Voronoise with moving feature points
Cell1Cell noise with static feature points
Cell2Cell noise with moving feature points
Worley1Worley 1 with moving feature points
Worley2Worley 2 with moving feature points

Click on images to view 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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Cell Noise patterns connected to Displacementcell_noise patterns -> displacement

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Cell Noise patterns connected to Volume Displacementcell_noise patterns -> volume displacement

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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This can be used to create interesting animations. For Noise1, Noise2, Cell1 and Cell2, the intensity of each cell changes along time. When selecting Noise2noise2, Cell2cell2, Worley1worley1, Worley2worley2, and Alligator alligator the feature points themselves move along time if 0 < randomness, creating more dynamic patterns.

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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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Stone and flake type textures achieved using Palette palette (with Densitydensity)

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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