ReferenceMaterial nodesProcedural › Noise
Voronoi Edges
The lines between Voronoi cells, like cracked mud or cell walls, and a number for each cell.
ƒVoronoi Edges
Position00Edges
Scale8Cell ID
Jitter1
Edge Width0.05
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Positionp | vec2 | 0 | – |
Scalescale | float | 8 | – |
Jitterjitter | float | 1 | – |
Edge Widthwidth | float | 0.05 | – |
Outputs
| Pin | Type |
|---|---|
Edgesedges | float |
Cell IDcell | 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_edges = (1.0 - smoothstep(0.0, 0.05, plus_vor2(n1_uv * 8.0, 1.0).y - plus_vor2(n1_uv * 8.0, 1.0).x)); float n2_cell = plus_vor2(n1_uv * 8.0, 1.0).z; fragColor = vec4(vec3(n2_edges), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒVoronoi Edges
PositionEdges
Scale8Cell ID
Jitter1
Edge Width0.05
◎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.