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Not as difficult as I first thought!

Do you see some applications of it for real world materials? Maybe stone walls or the like.

Next step is to have a thin border between cells

Etienne

 Attachments: voronoi.igm [1.43 KiB] Downloaded 318 times voronoi.png [ 428.81 KiB | Viewed 5726 times ]

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Here are some other example applications of this shader

 Attachments: File comment: lizard skin voronoi_lizard.jpg [ 122.62 KiB | Viewed 5718 times ] File comment: random blobs voronoi_dist.png [ 393.17 KiB | Viewed 5718 times ]

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That's very cool.
I'm trying to work out how your code works
One tip: you can use the < operator instead of lt().

great work galinette!!!

This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!

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Zom-B wrote:
great work galinette!!!

This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!

Hmm, what would the shader return? Index of cell?

OnoSendai wrote:
Hmm, what would the shader return? Index of cell?

Noise shaders are barley used pure as they are in material creation. Having a simple call via ISL would simplify usage for regular users.
From the control of cell size over to a 0 to 1 scale for "smoothness" off the cell inner to a border scale etc.

From the user point of view I see this integrated into the Exporters just like Yves did with gradient & noise in Cindigo

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Perhaps a (edited:) distance between points ? A distribution from ordered to random would be cool (optionally seeded).

For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks

I mean, with an actual reptile mesh. Painting the scales size and randomness would be a great option ! Argh, can't help pushing nevermind me

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obsolete asset

Zom-B wrote:
This is something that should be integrated directly in Indigo, just like FMB & perlin Noise!

Absolutely!! This is a very good primitive for many shaders

OnoSendai wrote:
Hmm, what would the shader return? Index of cell?

I could write you some specs!

I see at last two interesting : the center of cell (vec2), the distance to center of cell (real)
The two last images use the latter, I'll upload soon.

Etienne

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CTZn wrote:
Perhaps a (edited:) distance between points ? For a realistic, parametric reptile skin, both the distances between points and their randomness in distribution should be non-wavelength dependent parameters, that is float or grayscale data driven. Me thinks

That's exactly what the shader used in the two last images do (modified since the first one). I'll upload soon as soon as I have more time to work on this...

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galinette wrote:
I could write you some specs!

Sure, that would be great!

Also If I had more of an idea how the Voronoi cells would be used in shaders, that would help.

[/quote]Also If I had more of an idea how the Voronoi cells would be used in shaders, that would help.[/quote]
I will post some material using them soon...

Example picture:

Etienne

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I love the dry mud idea!

Etienne

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Mostly, it is usefull for rural/natural structures, walls an stone paths. A simple application could be as a blend between a stone and a mortar material:

http://www.tandtmasonry.com/Stone%20Pedestal.JPG

Could cells indices play a role in affecting blended shaders like for the above (per cell hsv) ?

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Yes, of course. Thats quite straightforward.

The only thing that is somewhat complicated is to make:
- The border between cells
- The irregularness ( non straight borders )

Etienne

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