What is Voronoi Noise?

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In this GLSL shader tutorial, we will go over Worley (or Voronoi) noise. We start by setting up a GLSL shader in VS Code. Then we create a grid of cells and get the distance to the edge of each cell to display a uniformly distributed Voronoi shader. Then we randomize the points on each cell to display an organic cell-like structure. Finally, we invert the shader to make it look like clouds.

== [ Resources ] ==

== [ Timestamps ] ==
00:00 Intro to Worley Noise
00:39 Voronoi Noise Algorithm
01:35 Grid UV Coordinates
03:03 Uniform Voronoi Noise
04:02 Voronoi Code Explained
04:52 Worley / Voronoi Clouds

== [ Tags ] ==
#suboptimal #glsl #shaders
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Great explanation and break down. Looking forward to more of these!

LewisRidyard
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in my opinion, this is a better example of cellular noise not so much Voronoi noise. I would think that Voronoi noise is the distance to the Voronoi diagram at any given point.

cookie_
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But disappointing you didn’t go into the differences of Voronoi vs Worley and continue building it from the Voronoi into a true Worley. (The difference as I understand it is that Worley ignores the initial starting grid and just has a random distribution of points, and the pixel’s value is the distance to the closest point. I think it also uses some sort of radius to check within to optimize)

iamsushi