What is Voronoi Noise?

  Рет қаралды 6,870

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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