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 'Patterns' that have been animated using time are shown below (select the images to view the animations):
This shader provides seven patterns for now. noise1 and noise2 are Voronoise by Inigo Quilez with static/dynamic feature points. cell1 and cell2 are cell noise with static/dynamic feature points. worley1 and worley2 are Worley noise with the closest/second closest feature points. 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.
This determines how noise patterns of different octaves are merged. If additive is enabled (default), all noise patterns are simply added. If this is disabled, the largest value is selected.
If randomness is greater than 0, feature point locations are jittered. If the value gets closer to 0, patterns have a more regular, axis-aligned look.
This can be used to create interesting animations. For Noise1, Noise2, Cell1 and Cell2, the intensity of each cell changes along time. When selecting noise2, cell2, worley1, worley2, and alligator the feature points themselves move along time if 0 < randomness, creating more dynamic patterns.
Multiply a specified color to the resulting noise pattern.
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.
This parameter can be used to create flake noise by decimating some cells. This only works with cell1/cell2 for now.