ReferenceMaterial nodesProcedural › Noise
Voronoi
Voronoi cells: the distance to each cell's middle, and a number of its own for each cell.
ƒVoronoi
Position00Distance
Scale6Cells
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Positionp | vec2 | 0 | – |
Scalescale | float | 6 | – |
Outputs
| Pin | Type |
|---|---|
Distancedistance | float |
Cellsrandom | float |
The code it becomes
What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.
void mainImage(out vec4 fragColor, in vec2 fragCoord){ vec2 n1_uv = (vec2(fragCoord.x / iResolution.x, 1.0 - fragCoord.y / iResolution.y) * vec2(1.0, 1.0)); vec2 n1_centred = (vec2(fragCoord.x - 0.5 * iResolution.x, 0.5 * iResolution.y - fragCoord.y) / iResolution.y); vec2 n1_square = (vec2(fragCoord.x, iResolution.y - fragCoord.y) / iResolution.y); float n2_distance = lib_voronoi(n1_uv * 6.0).x; float n2_random = lib_voronoi(n1_uv * 6.0).y; fragColor = vec4(vec3(n2_distance), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒVoronoi
PositionDistance
Scale6Cells
◎Material OutputEnds here
Colour
Alpha1
Texture coordinates into the node, and the node into the material, as Studio draws them.
Related
Notes from the community
Written by creators and checked by the docs' editors. Not part of Motion's official reference.