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These are the user uploaded subtitles that are being translated: 1 00:00:04,370 --> 00:00:07,600 The Voronoi node generates random tiles. 2 00:00:07,600 --> 00:00:11,250 To understand the outputs of the Voronoi node, we need to look at how the Voronoi pattern 3 00:00:11,250 --> 00:00:13,120 is generated. 4 00:00:13,120 --> 00:00:15,420 Let's start by looking at the 1D case. 5 00:00:15,420 --> 00:00:20,770 Here, if we feed it horizontally varying coordinates, we see some random vertical bars. 6 00:00:20,770 --> 00:00:24,779 These bars are represented in different ways in each of the three outputs. 7 00:00:24,779 --> 00:00:28,140 So let's take a look at how we arrived at this pattern. 8 00:00:28,140 --> 00:00:31,280 It's easiest if we look at the input on a number line. 9 00:00:31,280 --> 00:00:37,320 Firstly, throughout space, points are placed at regular intervals, let's call them origins. 10 00:00:37,320 --> 00:00:41,219 The distance between the origins is determined by the Scale parameter. 11 00:00:41,219 --> 00:00:45,290 Just like with the Noise node, the input value gets multiplied by the scale parameter before 12 00:00:45,290 --> 00:00:50,710 anything else happens, so the higher the value, the smaller the distance between the points. 13 00:00:50,710 --> 00:00:54,900 For the purpose of this explanation, let's just ignore the scale, by setting it to one, 14 00:00:54,900 --> 00:00:58,949 so that it doesn't change the input, and the origins are all one unit apart. 15 00:00:58,949 --> 00:01:05,320 Now, for each origin, a color formed by three random channels between zero and one is computed, 16 00:01:05,320 --> 00:01:07,850 similarly to the White Noise node. 17 00:01:07,850 --> 00:01:12,180 Then the first color channel, which is just a random value between zero and one, gets 18 00:01:12,180 --> 00:01:17,780 scaled by the Randomness parameter, and added to the origin's position. 19 00:01:17,780 --> 00:01:22,220 So with a randomness of zero, the origins stay exactly where they are, and as we increase 20 00:01:22,220 --> 00:01:26,080 the randomness, they start shifting by different amounts. 21 00:01:26,080 --> 00:01:30,360 Note that the origins never cross over each other, as the random value's range is between 22 00:01:30,360 --> 00:01:34,720 zero and one, which is the distance between the origins, so an origin can never cross 23 00:01:34,720 --> 00:01:37,570 over another origin's initial location. 24 00:01:37,570 --> 00:01:42,970 Now, from each origin, the color expands, flooding the surrounding area, until it meets 25 00:01:42,970 --> 00:01:44,740 the neighboring colors. 26 00:01:44,740 --> 00:01:48,280 These resulting colored sections are called cells. 27 00:01:48,280 --> 00:01:52,390 The cells have the neat property that any point within a cell is closer to that cell's 28 00:01:52,390 --> 00:02:02,280 own origin than to any other origin. 29 00:02:02,280 --> 00:02:04,630 From this, we get the three outputs. 30 00:02:04,630 --> 00:02:08,780 The Color output is the random color that was assigned to each cell. 31 00:02:08,780 --> 00:02:12,120 The Distance output is the distance to the cell's origin. 32 00:02:12,120 --> 00:02:17,600 And the W output is the location of the cell's origin. 33 00:02:17,600 --> 00:02:20,920 When we move to 2D, basically the same thing happens. 34 00:02:20,920 --> 00:02:25,989 This time the origins are placed in a 2D grid, and shifted with a random 2D vector, which 35 00:02:25,989 --> 00:02:29,409 is formed by the two first channels of the random color. 36 00:02:29,409 --> 00:02:35,230 Then the colors flood the space until reaching the neighboring colors, thus forming the cells. 37 00:02:35,230 --> 00:02:39,730 This is the Color output, now if we look at the Distance output, we see a black dot at 38 00:02:39,730 --> 00:02:44,500 each origin, as the distance there is zero, and as we move away from the origin, the value 39 00:02:44,500 --> 00:02:45,510 gets higher. 40 00:02:45,510 --> 00:02:51,459 And now, instead of the W value output, we get a Position vector output, which encodes 41 00:02:51,459 --> 00:02:56,349 the 2D coordinates of each cell's origin. 42 00:02:56,349 --> 00:03:00,780 If we apply this to a 3D object, we see that the texture is constant along the coordinate 43 00:03:00,780 --> 00:03:05,219 space's Z axis, just like with the Noise node. 44 00:03:05,219 --> 00:03:10,939 Switching to 3D, now the origins are arranged in 3D space, and randomized with 3D vectors, 45 00:03:10,939 --> 00:03:13,790 using all three channels of the random colors. 46 00:03:13,790 --> 00:03:16,599 And this time, the cells are 3D volumes. 47 00:03:16,599 --> 00:03:20,530 It is interesting to highlight, that the cell colors that we see in the Color output, are 48 00:03:20,530 --> 00:03:25,370 the very same that get used as vectors when randomizing the origin locations. 49 00:03:25,370 --> 00:03:29,530 This is undocumented in the Blender manual, but is useful to know when doing certain things 50 00:03:29,530 --> 00:03:32,019 with the cell positions. 51 00:03:32,019 --> 00:03:35,629 When looking at the Distance output, notice how there isn't a black dot in the middle 52 00:03:35,629 --> 00:03:37,290 of every cell anymore. 53 00:03:37,290 --> 00:03:41,489 That's because with the origins distributed in 3D space, they are not necessarily on the 54 00:03:41,489 --> 00:03:47,709 mesh surface, in which case, the point where the distance is zero, is also off the surface. 55 00:03:47,709 --> 00:03:53,620 Finally, there is a 4D mode, where we have an additional W parameter, which enables us 56 00:03:53,620 --> 00:04:00,980 to animate the texture, just like with the 4D Noise Texture. 57 00:04:00,980 --> 00:04:05,590 All of this functionality is given by the Voronoi node just in F1 mode, however, the 58 00:04:05,590 --> 00:04:08,049 Voronoi node has several other modes. 59 00:04:08,049 --> 00:04:11,760 So let's look at a couple of the other main ones. 60 00:04:11,760 --> 00:04:16,340 The smooth F1 mode, works exactly like the regular F1 mode we looked at, but additionally 61 00:04:16,340 --> 00:04:21,250 exposes a Smoothness parameter, which enables us to blend neighboring cells, creating a 62 00:04:21,250 --> 00:04:23,610 smooth texture. 63 00:04:23,610 --> 00:04:28,550 And lastly, the distance to edge mode, works kinda like the usual distance parameter, except 64 00:04:28,550 --> 00:04:32,680 that instead of outputting the distance to the origin, it outputs the distance to the 65 00:04:32,680 --> 00:04:34,420 cell boundaries. 66 00:04:34,420 --> 00:04:36,800 Note that here we are looking at the 2D version. 67 00:04:36,800 --> 00:04:42,670 If we switch to 3D, the distances get a lot less even, and there are some very dark cells. 68 00:04:42,670 --> 00:04:48,080 This is again because in 3D mode, the cells exist in 3D space, as volumes, so the boundaries 69 00:04:48,080 --> 00:04:52,669 of a cell can be near the surface of the mesh, in which case we get darker values. 7328

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