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I am following this tutorial: https://www.youtube.com/watch?v=zJGphR_LBoM When he adds a Voronoi Texture as displacement, his Voronoi Node looks like this:

enter image description here

but mine looks like this

enter image description here

I've double checked it a dozen times, and I am now quite sure that it got updated or changed, so how can I correctly pattern to Crackle?

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  • $\begingroup$ @JtheNinja covered it. The tutorial is using 2.80, you're using 2.81+, and the node has been improved. If you're interested in how it's done, this is a nice reference. $\endgroup$ – Robin Betts Jan 5 '20 at 18:23
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Voronoi textures work by scattering points and connecting their edges to form a kind of mesh, then generating patterns based on distances within that mesh. The crackle pattern is created by measuring how close a shading point is from one of the edges. This results is a pattern of cracks following the random layout of the "edges" of the point mesh.

So to get the crackle pattern, you should first set the node to "distance to edge" node graph showing the voronoi node in "distance to edge" mode

If you need an actual hard-edged crack pattern rather than just the distance to the edge, you can use the math node set to "greater than" to find areas that are more than a specified distance from an edge:

voronoi node with math node added to clip the crack pattern to black and white

Finally, since this example uses a plane with UVs, you can change the texture from 3D to 2D. This will prevent the pattern from getting thicker where it intersects corners of the pattern in 3D space.

voronoi node changed to 2D, fixing varying thickness of the crackle lines

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  • $\begingroup$ so no displacement? Sorry im fairly new to this $\endgroup$ – user5339049 Jan 5 '20 at 18:50
  • $\begingroup$ This example just shows how to generate the crackle pattern with the voronoi node in 2.81+. You can plug it into displacement or wherever else you wish. $\endgroup$ – JtheNinja Jan 5 '20 at 23:43
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enter image description here

I ran into the same problem but after playing around, figured it out.

Instead of connecting Color - Vector, connect Distance to Vector.

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