Nút Chất Liệu Voronoi

Ghi chú

This node is ported from shader nodes. The manual and images are referencing the shader version of the node. This node accepts field inputs and outputs. When not connected the Vector input has an implicit position attribute value.

../../../_images/render_shader-nodes_textures_voronoi_node.png

Nút Chất Liệu Voronoi.

The Voronoi Texture node evaluates a Worley Noise at the input texture coordinates.

Đầu Vào

The inputs are dynamic, they become available if needed depending on the node properties.

Véctơ

Tọa độ Chất Liệu để lấy mẫu vật Chất Liệu tại đó; Trong trường hợp ổ cắm không có kết nối nào thì sử dụng tọa độ của Chất Liệu Sinh Tạo (Generated).

W

Tọa độ Chất Liệu dùng để ước tính nhiễu.

Tỷ Lệ

Bảng Mục Lục -- Table of Contents.

Độ Mịn Màng/Mềm Mại

The smoothness of the noise.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-distance-zero.png

Smoothness: 0.0.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-distance-quarter.png

Smoothness: 0.25.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-distance-half.png

Smoothness: 0.5.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-distance-one.png

Smoothness: 1.0.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-color-zero.png

Smoothness: 0.0.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-color-quarter.png

Smoothness: 0.25.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-color-half.png

Smoothness: 0.5.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-color-one.png

Smoothness: 1.0.

Lũy Thừa

Exponent of the Minkowski distance metric.

../../../_images/render_shader-nodes_textures_voronoi_minkowski-half.png

Exponent: 0.5.

../../../_images/render_shader-nodes_textures_voronoi_minkowski-one.png

Exponent: 1.0.

../../../_images/render_shader-nodes_textures_voronoi_minkowski-two.png

Exponent: 2.0.

../../../_images/render_shader-nodes_textures_voronoi_minkowski-32.png

Exponent: 32.0.

Độ Ngẫu Nhiên

The randomness of the noise.

../../../_images/render_shader-nodes_textures_voronoi_randomness-one.png

Randomness: 1.0.

../../../_images/render_shader-nodes_textures_voronoi_randomness-half.png

Randomness: 0.5.

../../../_images/render_shader-nodes_textures_voronoi_randomness-quarter.png

Randomness: 0.25.

../../../_images/render_shader-nodes_textures_voronoi_randomness-zero.png

Randomness: 0.0.

Tính Chất

Kích Thước

Kích thước của không gian để ước tính nhiễu bên trong đó.

1D

Evaluate the noise in 1D space at the input W.

2 Chiều -- 2D

Evaluate the noise in 2D space at the input Vector. The Z component is ignored.

3D

Evaluate the noise in 3D space at the input Vector.

4D

Evaluate the noise in 4D space at the input Vector and the input W as the fourth dimension.

Số chiều cao hơn tương đương với thời gian kết xuất lâu hơn, do đó, chúng ta nên sử dụng số chiều thấp hơn, trừ phi thực sự cần thiết số chiều cao hơn.

Các nét đặc thù/đặc tính/chức năng

The Voronoi feature that the node will compute.

F1

The distance to the closest feature point as well as its position and color.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-distance-zero.png

Khoảng Cách.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-color-zero.png

Màu Sắc.

../../../_images/render_shader-nodes_textures_voronoi_f1-position.png

Vị Trí.

F2

The distance to the second closest feature point as well as its position and color.

../../../_images/render_shader-nodes_textures_voronoi_f2-distance.png

Khoảng Cách.

../../../_images/render_shader-nodes_textures_voronoi_f2-color.png

Màu Sắc.

../../../_images/render_shader-nodes_textures_voronoi_f2-position.png

Vị Trí.

Làm Mịn F1

A smooth version of F1.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-distance-one.png

Khoảng Cách.

../../../_images/render_shader-nodes_textures_voronoi_smoothness-color-one.png

Màu Sắc.

../../../_images/render_shader-nodes_textures_voronoi_smooth-f1-position.png

Vị Trí.

Khoảng Cách tới Cạnh

The distance to the edges of the Voronoi cells.

../../../_images/render_shader-nodes_textures_voronoi_distance-to-edge.png

Khoảng Cách.

../../../_images/render_shader-nodes_textures_voronoi_distance-to-edge-less-than.png

Distance smaller than 0.05.

Bán Kính Hình Cầu-N

The radius of the n-sphere inscribed in the Voronoi cells. In other words, it is half the distance between the closest feature point and the feature point closest to it.

../../../_images/render_shader-nodes_textures_voronoi_n-sphere-radius.png

The n-sphere radius can be used to create tightly packed n-spheres.

../../../_images/render_shader-nodes_textures_voronoi_n-sphere-radius-nodetree.png

Node tree for the shader to the left.

Đo lường của khoảng cách

The distance metric used to compute the texture.

Euclid

Use the Euclidean distance metric.

Manhattan

Use the Manhattan distance metric.

Chebychev

Use the Chebychev distance metric.

Minkowski

Use the Minkowski distance metric. The Minkowski distance is a generalization of the aforementioned metrics with an Exponent as a parameter. Minkowski with an exponent of one is equivalent to the Manhattan distance metric. Minkowski with an exponent of two is equivalent to the Euclidean distance metric. Minkowski with an infinite exponent is equivalent to the Chebychev distance metric.

../../../_images/render_shader-nodes_textures_voronoi_minkowski-half.png

Minkowski Exponent: 0.5 (Minkowski 1/2).

../../../_images/render_shader-nodes_textures_voronoi_minkowski-one.png

Minkowski Exponent: 1.0 (Manhattan).

../../../_images/render_shader-nodes_textures_voronoi_minkowski-two.png

Minkowski Exponent: 2.0 (Euclidean).

../../../_images/render_shader-nodes_textures_voronoi_minkowski-32.png

Minkowski Exponent: 32.0 (approximation of Chebychev).

Đầu Ra

Khoảng Cách

Khoảng Cách.

Màu Sắc

Cell color. The color is arbitrary.

Vị Trí

Position of feature point.

W

Position of feature point.

Bán Kính

Bán Kính Hình Cầu-N.

Một số Lưu Ý/Ghi Chú

In some configurations of the node, especially for low values of Randomness, rendering artifacts may occur. This happens due to the same reasons described in the Notes section in the White Noise Texture page and can be fixed in a similar manner as described there.

Ví Dụ

../../../_images/render_shader-nodes_textures_voronoi_example-beveled-cells.png

The difference between F1 and Smooth F1 can be used to create beveled Voronoi cells.

../../../_images/render_shader-nodes_textures_voronoi_example-hammered-metal.jpg

Creating a hammered metal shader using the Voronoi Texture node.