Difference between revisions of "Voronoi 3D A Vector"
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[[Image:drex_module_115_image_0.png|485pxpx|Voronoi 3D A Vector]] | [[Image:drex_module_115_image_0.png|485pxpx|Voronoi 3D A Vector]] | ||
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+ | '''Node Description & Purpose: '''<br /> These two nodes generate Voronoi noise and output the noise value as a vector. Voronoi noise has the appearance of being divided up into different cells. Here are examples of the noise patterns generated by the nodes:<br /><br /> | ||
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+ | <div><center>[[Image:Voronoi_3D_A.jpg]]<br /> [Voronoi 3D A vector noise]<br /><br />[[Image:Voronoi_3D_B.jpg]]<br /> [Voronoi 3D B vector noise]<br /></center></div> | ||
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+ | <br /> Note that the output vector of the nodes was converted to a greyscale colour to better show the pattern.<br /><br />'''Node Type: ''' Function<br /><br />'''Settings: '''<br /> These nodes both have the same settings:<br /> | ||
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+ | * '''Scale'''<nowiki>: The scale setting controls the overall scale of the noise pattern generated. Increasing the scale value make it seems like the cells in the noise are larger.</nowiki> | ||
+ | * '''Seed'''<nowiki>: The seed value controls the noise pattern generated. Each seed value generates a slightly different pattern.</nowiki> | ||
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__NOTOC__ | __NOTOC__ | ||
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Revision as of 21:00, 28 April 2011
Voronoi 3D A Vector[edit]
Node Description & Purpose:
These two nodes generate Voronoi noise and output the noise value as a vector. Voronoi noise has the appearance of being divided up into different cells. Here are examples of the noise patterns generated by the nodes:
Note that the output vector of the nodes was converted to a greyscale colour to better show the pattern.
Node Type: Function
Settings:
These nodes both have the same settings:
- Scale: The scale setting controls the overall scale of the noise pattern generated. Increasing the scale value make it seems like the cells in the noise are larger.
- Seed: The seed value controls the noise pattern generated. Each seed value generates a slightly different pattern.
A vector is a set of three scalars, normally representing X, Y and Z coordinates. It also commonly represents rotation, where the values are pitch, heading and bank.