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The Voronoi node generates random tiles.
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To understand the outputs of the Voronoi node,
we need to look at how the Voronoi pattern
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is generated.
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Let's start by looking at the 1D case.
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Here, if we feed it horizontally varying coordinates,
we see some random vertical bars.
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These bars are represented in different ways
in each of the three outputs.
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So let's take a look at how we arrived at
this pattern.
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It's easiest if we look at the input on a
number line.
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Firstly, throughout space, points are placed
at regular intervals, let's call them origins.
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The distance between the origins is determined
by the Scale parameter.
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Just like with the Noise node, the input value
gets multiplied by the scale parameter before
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anything else happens, so the higher the value,
the smaller the distance between the points.
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For the purpose of this explanation, let's
just ignore the scale, by setting it to one,
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so that it doesn't change the input, and the
origins are all one unit apart.
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Now, for each origin, a color formed by three
random channels between zero and one is computed,
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similarly to the White Noise node.
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Then the first color channel, which is just
a random value between zero and one, gets
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scaled by the Randomness parameter, and added
to the origin's position.
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So with a randomness of zero, the origins
stay exactly where they are, and as we increase
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the randomness, they start shifting by different
amounts.
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Note that the origins never cross over each
other, as the random value's range is between
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zero and one, which is the distance between
the origins, so an origin can never cross
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over another origin's initial location.
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Now, from each origin, the color expands,
flooding the surrounding area, until it meets
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the neighboring colors.
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These resulting colored sections are called
cells.
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The cells have the neat property that any
point within a cell is closer to that cell's
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own origin than to any other origin.
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From this, we get the three outputs.
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The Color output is the random color that
was assigned to each cell.
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The Distance output is the distance to the
cell's origin.
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And the W output is the location of the cell's
origin.
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When we move to 2D, basically the same thing
happens.
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This time the origins are placed in a 2D grid,
and shifted with a random 2D vector, which
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is formed by the two first channels of the
random color.
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Then the colors flood the space until reaching
the neighboring colors, thus forming the cells.
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This is the Color output, now if we look at
the Distance output, we see a black dot at
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each origin, as the distance there is zero,
and as we move away from the origin, the value
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gets higher.
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And now, instead of the W value output, we
get a Position vector output, which encodes
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the 2D coordinates of each cell's origin.
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If we apply this to a 3D object, we see that
the texture is constant along the coordinate
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space's Z axis, just like with the Noise node.
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Switching to 3D, now the origins are arranged
in 3D space, and randomized with 3D vectors,
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using all three channels of the random colors.
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And this time, the cells are 3D volumes.
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It is interesting to highlight, that the cell
colors that we see in the Color output, are
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the very same that get used as vectors when
randomizing the origin locations.
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This is undocumented in the Blender manual,
but is useful to know when doing certain things
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with the cell positions.
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When looking at the Distance output, notice
how there isn't a black dot in the middle
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of every cell anymore.
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That's because with the origins distributed
in 3D space, they are not necessarily on the
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mesh surface, in which case, the point where
the distance is zero, is also off the surface.
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Finally, there is a 4D mode, where we have
an additional W parameter, which enables us
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to animate the texture, just like with the
4D Noise Texture.
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All of this functionality is given by the
Voronoi node just in F1 mode, however, the
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Voronoi node has several other modes.
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So let's look at a couple of the other main
ones.
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The smooth F1 mode, works exactly like the
regular F1 mode we looked at, but additionally
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exposes a Smoothness parameter, which enables
us to blend neighboring cells, creating a
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smooth texture.
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And lastly, the distance to edge mode, works
kinda like the usual distance parameter, except
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that instead of outputting the distance to
the origin, it outputs the distance to the
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cell boundaries.
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Note that here we are looking at the 2D version.
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If we switch to 3D, the distances get a lot
less even, and there are some very dark cells.
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This is again because in 3D mode, the cells
exist in 3D space, as volumes, so the boundaries
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of a cell can be near the surface of the mesh,
in which case we get darker values.
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