I've been looking for a way to create my own Voronoi diagram using cycles nodes, I've seen scripts that do just that but I wanted to create it using just math nodes within the Shader Editor, besides I know nothing about scripting shaders or textures. Anyway, the reason behind this is that I want to have control over the points location, this to recreate the patterns seen on reptile skins, like the example below. Example of reptile skin

Having control over the points location could allow me to vary the scale, flow and evenness of the scales which is just what I'm looking for.

Also, if someone could show me the way to assign texture coordinates to each cell, so I can put unique textures for each cell, I would highly appreciate it! enter image description here

I'm open for workarounds but I really want it to be for procedural texturing without doing many manual actions. Thanks in advance

  • $\begingroup$ I don't think that can realistically be achieved with procedural approaches. Also giving texture coordinates to each cell won't necessarily enable you to assign unique textures for each. $\endgroup$ – Duarte Farrajota Ramos Apr 23 at 22:57
  • $\begingroup$ @DuarteFarrajotaRamos I already solved the texture coordinate point, and it works, it's not as fancy as it sounded. The main problem is still unsolved. I really thought it was possible, since everything at heart is math calculations. Thanks anyway, I'll wait hoping someone can point me in the right direction :) $\endgroup$ – DeNapes Apr 24 at 0:03

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