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Sharper voronoi noise with varying cell sizes


b16tran

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Hi,

 

I've been trying to figure out a way to get patterns that look like these for a shader.

 

post-8361-0-41192700-1448476114.jpgpost-8361-0-69315700-1448476115_thumb.jppost-8361-0-97199800-1448476114_thumb.gi

 

Anyone have any tips or have achieved this before? Or if you have a way to do it in geometry, that will work too.

 

Thanks

Edited by b16tran
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feed a voronoi fracture evenly spaced points from a scatter, you'll get regular voronoi cells. 

 

drive the scatter with anything (a map, a paint sop, a procedural), you'll get the density variation you see in those images.

 

attachicon.gifvoronoi_varying_density.hipnc

 

I managed to get to where you got through geometry. Where I got stuck from this point is how to get the inner "cracks" as the main geometry. I could do a fuse and then polywire, but then end up with the original inside faces as well. So I needed to figure out a way to remove those. You solved it by plugging in a new grid with no divisions. I want to apply it to a 3D mesh, so it won't work in that case.

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Ah right, I see your problem.

 

A divide sop with 'remove shared edges' enabled will remove the inner edges, you can then use an ends sop to open the polys leaving just the edges, then set @width to tell mantra to render the open edges as curves.

 

This render also has a copy of the pig that has been peaked slightly below the surface as a holdout.

 

voronoi_varying_density_pig.hipnc

 

post-7292-0-51040700-1448708806_thumb.pn

Edited by mestela
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