Cellular Noise
Generate voronoi pattern.
Node Data | |
|---|---|
Display name | |
Cellular Noise | |
Internal name | |
Node_Cellular | |
Inheritances | |
| Node_Processor | |
| Node_Cellular | |
Inputs | |
Output | |
vec2 |
Dimension |
surface |
Uv Map |
slider |
Uv Mix |
surface |
Mask |
Noise | |
enum |
Type |
enum |
Pattern |
rotation |
Phase |
slider |
Randomness |
Transform | |
vec2 |
Position |
rotation |
Rotation |
float |
Scale |
vec2 |
Size |
Radial | |
slider |
Radial Scale |
slider |
Radial Shatter |
Iteration | |
int |
Iteration |
float |
Iter Scale |
slider |
Iter Amplitude |
enum |
Blend Mode |
Rendering | |
range |
Level |
bool |
Inverted |
slider |
Contrast |
slider |
Middle |
bool |
Colored |
Outputs | |
surface |
Surface Out |
Attributes | |
| Color Depth | |

Properties
| Noise | |
| Type | Type of the pattern. ![]() |
| Pattern | Cell distribution.\n - Uniform: Distribute the cell randomly across the surface.\n - Radial: Distribute the cell around the Position value.\n![]() |
| Phase | Noise phase. |
| Randomness | Cell varience. Set to zero for uniform rectangle grid. |
| Transform | |
| Position | The position of the pattern, or center point if set to |
| Scale | Scale of the pattern. |
| Radial | |
| Radial Scale | Control scaling of the radial effect. |
| Radial Shatter | Control how many angular fragmentation per radius. |
| Rendering | |
| Contrast | Control the contrast of the final image. |
| Middle | The middle point for contrast calculation. |
| Colored | Cell type only: fill each cell with random color. |
Commit History
| 1.21.7.101 |
|
|---|---|
| 1.21.6.008 |
|
| 1.21.4.005 |
|
| 1.21.rc12 |
|
Related Links
- Base Code: /scripts/node_cellular/node_cellular.gml
- Shader [sh_cell_noise_edge]: /shaders/sh_cell_noise_edge/sh_cell_noise_edge.fsh
- Shader [sh_cell_noise_crystal]: /shaders/sh_cell_noise_crystal/sh_cell_noise_crystal.fsh
- Shader [sh_cell_noise]: /shaders/sh_cell_noise/sh_cell_noise.fsh
- Shader [sh_cell_noise_random]: /shaders/sh_cell_noise_random/sh_cell_noise_random.fsh

