What is Voronoi Noise?

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Suboptimal Engineer

Suboptimal Engineer

Күн бұрын

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.
📖 Code - github.com/SuboptimalEng/shad...
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== [ Resources ] ==
Inigo Quilez’s Articles - iquilezles.org/articles
The Book of Shaders - thebookofshaders.com
Simon Dev’s Shader Course - simondev.teachable.com
VS Code GLSL Shader Setup Guide - • How to Write GLSL Shad...
== [ 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

Пікірлер: 10
@LewisRidyard
@LewisRidyard Жыл бұрын
Great explanation and break down. Looking forward to more of these!
@JBroadway
@JBroadway Ай бұрын
underrated tut thanks for making!
@SuboptimalEng
@SuboptimalEng Ай бұрын
Thanks boss! I’ve seen some of your bangers as well 🔥
@JBroadway
@JBroadway Ай бұрын
@@SuboptimalEng Thanks! I'm trying to integrate more visual components to my music and a lot of that has been learning Touch Designer and then eventually GLSL so tuts like this have been really helpful.
@SuboptimalEng
@SuboptimalEng Ай бұрын
@JBroadway that’s cool! Might I recommend Kishimisu, another KZfaqr who makes cool shader tutorials and animations (on Instagram).
@69jut
@69jut Жыл бұрын
thank you for all of your videos!
@OskarKassander
@OskarKassander Жыл бұрын
Awesome tutorial!
@SuboptimalEng
@SuboptimalEng Жыл бұрын
You've got some pretty cool videos too!
@OskarKassander
@OskarKassander Жыл бұрын
@@SuboptimalEng thanks! I will try to add this to my material system sometime :)
@iamsushi1056
@iamsushi1056 11 ай бұрын
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)
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