Hi all!
I am trying to implement something similiar to this (which is, at least for 3Dsmax, quite impressive proceduralism):
the example somehow seems to use a voronoi noise as base displacement to create a sharply dented surface. I am trying to do this in VEX; having tried cellular and voronoi patterns, i am far away from what can be seen at 0:25 - could someone enlighten me here?
I have attached my scene file and will, of course, share my results with anyone interested.
All the best
J