How to Use the VORONOI TEXTURE Node in Blender!

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what's up guys justin here with the cgessentials.com in today's video we're going to talk about the voronoi texture node and how you can use that in order to quickly create procedural textures using noise inside of blender let's go ahead and just jump into it so you can find more information about the voronoi texture node in the blender manual which i can link to in the notes down below but specifically what's going to be helpful to you i think is it kind of shows you images of some of the different things that are created with some of the different settings so for example it shows you down below there's a couple different nodes that come out of this that are going to give you different results inside your materials we will also talk in a little bit about how we can use this practically so check the bookmarks at the bottom of the page if you're looking for that but um basically what you're going to do is you're going to use this node in order to generate this noise and then you can use this noise in order to create different kinds of textures so let's jump into blender real quick so what i've got right now is i've got a simple plane and i'm in the shader tab and i've just got it set up where i've got my shader editor right here i've got my 3d workspace right here and so what we're going to do is we've got this principled bsdf shader right now well what i want to do is i want to do a shift a and i'm going to add a voronoi texture node so i'm going to add that node right here and so notice what this gives us this gives us three different options that we can plug into our principled bsdf shader we can also plug this into a color ramp node in order to affect the different colors and stuff we will talk about that later in the video as well but for now let's just plug these different results into the principal bsdf shader and see what they do so if i drag the distance into my base color right here i'm going to get a very faint kind of gradient in here right if i look at this this goes from dark to light well notice how we can adjust the size of that effect using the scale right here you can also adjust the randomness from left to right notice how if you turn your randomness down this creates more of like a grid over here on the left hand side we'll talk about how to make this more pronounced a little bit later but if you were to drag the color node into the base color instead notice how this becomes a lot more pronounced but it is generating different colors in these different areas and again notice how it does the same thing where it adjusts the scale or the size of the effect that's created depending on how large the scale is notice how right here for example i could use this in order to get kind of like a paint fleck effect so really interesting things we can do with this but you can use this in order to kind of adjust that scale and again notice if you turn that randomness down you can see that this also can turn into like a grid on your surface as well and then finally if we drag the position into our base color notice how what we're going to get in that case and we can adjust the scale up and down let's turn our randomness back up notice how you're getting more of like a gradient effect in here so all three of these are kind of generating the shapes in here this is just more affecting the color of um the different uh shapes that are in here so once we do that let's jump this back into the color node just for a second just because it gives us the best look at what's actually happening in here so notice how there's also options in here for 1d 2d 3d and 4d so the 1d 2d 3d and 40 notice how the higher the dimension that you select in here um it's going to take longer to render so um you always want to start with the lower dimensions and then work your way up depending on what you're trying to do so if you uh for example were to switch this to like 4d right here and this is just too slow to originally render out or whatever you might try switching it back to 3d um so a lot of that's just going to depend on if you're getting the result that you want and then down below you've got the option in here this this second cell and so what this does is this changes the distance calculation of the of the different shapes that are created in here so notice how for example f2 is going to be calculating off of more points so it's going to look different and so a smooth f1 is basically going to allow you to control the it's basically a smooth version of this f1 right here so notice how this one gives you like a really strong delineation between the edges in here if you go to the smooth f1 what it's doing is it's smoothing those out so notice how you get more blurring between these objects and again remember if you want the black and white version of this you would just drag the distance in here like this so again you can kind of see how how that smoothing is occurring if you mess with this little bar right here and so the distance to edge is basically going to calculate the distance to the edges of the voronoi cells right here so this one is really interesting for like any kind of scales or anything like that so notice how you're getting this really cool result in here all right and then the in sphere radius we're not really going to worry about too much right now and so this option down below is going to adjust the way the distance between the different cells that's being generated on here so for example if i drag like the manhattan in here notice how you get more of like a stars effect in here as opposed to like some of the other options which are going to give you other shapes so this is more like a squares effect it's still got a little bit of the star distance going on so each one of these is going to give you kind of a different result so you can just kind of play around with those in order to get the different things that are in here but um so now let's go ahead and let's jump ahead and let's work with like a sphere right here so what i've done is i've basically created a material so i've added a voronoi texture in here i've added texture coordinates and mapping so that i can adjust the scale if i decide that i want to do that and i've just basically dragged the color directly into a principled bsdf shader right so i've got this in here same as what we did with the same as what we did before only this is now applied to the surface of a sphere instead of a flat plane well what i want to do is right now if i drag the distance into my principal dsdf shader notice how it doesn't really give me a very good result right it just gives me this like kind of kind of this gray scale effect in here well this can get a lot more interesting if you drag a color ramp node in here so if you drag a color ramp node in between these notice what that's going to do is now i can actually apply colors to this object using these different effects and so let's say we were to pick an f1 in here and so if we take a look at this color ramp what we can do is we can adjust this i'm going to go ahead and set this to ease rather than linear but let's say we're to switch this back to the euclidean right here well notice what you can do is you can use this along with the color ramp to dictate where different colors occur so like for example if i was to move this up now notice how i can add more of a blue color in here and i can either set this to have like a really strong delineation in here or i could set this to kind of ease out so notice how i can use this in order to do that really easily i could also adjust the size and the scale of these objects doing this and so another cool thing about this is you could also um switch this to the chebychev down below and we're gonna go ahead and turn the scale um probably up a little bit but if you turn the randomness off you can actually use this in order to create like a grid on your surface and so just one thing to note about this is the closer you get these uh ramps together in your color ramp node the more you can create this kind of like grid along the surface right here so you could use this to generate like procedural bricks on a surface or something like that so i could adjust the z scale for example like this down and we could use this to create something like a brick using this grid surface so you don't just have to use this for randomness you can use it for other things as well and so in addition to using the distance you could also drag like the color into your factor right here you'll notice that when you do that that gives you more of like this paint flex material right here so i've used this in the past to create kind of like a uh like a paint fleck material so what we could do is we could use this to create kind of a map right so let's say instead of dragging this into the color we were to set this to um we were to take this and we were to plug it into the roughness right here so if we were to take this plug it into the roughness right here and then we're going to drag this out of the base color and we're just going to set the base color to something like this but notice how what we can do is we can use this in order to generate kind of more of a like reflective material in here we probably want this to be on more of like a grayscale for something like this but notice how we can use this in order to get kind of that like crackly reflective material if you wanted to create like a car paint or something like that so in the future we can get into some more applications for this but this should give you a general idea of how this node is going to work leave a comment below let me know if you have any questions as always thank you so much for taking the time to watch this i will catch you in the next video thanks guys
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Channel: The CG Essentials
Views: 30,527
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Keywords: blender, blender 2.82, blender 2.8, blender modifier tutorials, blender tool tutorial, the blender essentials, the cg essentials, thecgessentials.com, justin geis, justin geis blender, blender 2.9, blender 2.91, blender voronoi, blender voronoi node, voronoi texture node
Id: 1hX_gNcJq_U
Channel Id: undefined
Length: 8min 58sec (538 seconds)
Published: Wed Feb 23 2022
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