ReferenceMaterial nodesProcedural › Noise
Voronoi F1 and F2
The distances to the F1 and F2 nearest cell points.
ƒVoronoi F1 and F2
Position00F1
Scale8F2
Jitter1
Inputs
| Pin | Type | Starts at | Notes |
|---|---|---|---|
Positionp | vec2 | 0 | – |
Scalescale | float | 8 | – |
Jitterjitter | float | 1 | – |
Outputs
| Pin | Type |
|---|---|
F1nearest | float |
F2second | 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_nearest = plus_vor2(n1_uv * 8.0, 1.0).x; float n2_second = plus_vor2(n1_uv * 8.0, 1.0).y; fragColor = vec4(vec3(n2_nearest), 1.0);}In a graph
●UV
U Tiling1
V Tiling1Centred
Square UV
ƒVoronoi F1 and F2
PositionF1
Scale8F2
Jitter1
◎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.