6
$\begingroup$

enter image description here click to enlarge

I created mask from gradient texture with rgb mix node but it cuts some voronoi cells in half.

edit: i need the voronoi position to act as a mask..so it didn't cut the voronoi cells.

any other solution is also great if it didn't cut the cells.

my english is bit rough..feel free to edit it

$\endgroup$
5
  • $\begingroup$ I've got something working, to some degree, but it's very convoluted .. I'm afraid with the time I've got atm, this may wind up being too late for you. $\endgroup$
    – Robin Betts
    Jun 26, 2020 at 19:46
  • $\begingroup$ I need to know the answer..anytime you can do it ..its good for me $\endgroup$
    – Dr Blender
    Jun 26, 2020 at 21:12
  • $\begingroup$ I'm stuck, with avoiding overlaps. I'm detecting already occupied cells in a multi-layer Voronoi, but only by feeding back the modified UVs of all previous layers, which, in nodes, is a kind of ridiculous tangle. You could iterate in OSL, a sort of roll-your-own voronoi, but then, no GPU. From a practical POV, you could dump a load of rigid-body balls into a dish and bake a map from that, but I guess you want a procedural shader. $\endgroup$
    – Robin Betts
    Jul 1, 2020 at 8:54
  • $\begingroup$ Hmm..if you find some solution in the future ..plz post it here ..or post a link of the solution..thanks for your time $\endgroup$
    – Dr Blender
    Jul 1, 2020 at 10:10
  • $\begingroup$ Adding to the best answer, suppose it's impossible to do it with randomness and avoid cutting the circles, unless we make the circles have a diameter smaller or equal to the closest points visible on the project. Have to fiddle with a Math Node set to Less Than/Greater Than, or a Color Ramp set to Constant, make the circles smaller untill there is no cutting, meanwhile decrease the randomness $\endgroup$
    – Vinis
    Dec 28, 2021 at 23:46

1 Answer 1

8
$\begingroup$

The new Voronoi texture conveniently gives you a 'Position' output, which gives you (in 2D ) the X and Y coordinate of the center of a shading-point's cell.

So, if you don't want to cut your circle-'pixels' in half, you can use the distance of the whole cell from the texture space's origin to create a mask of whole cells, rather than the texture space itself.

enter image description here

I've scaled the whole texture down, so the cell-resolution is high enough to capture some circular curvature.

$\endgroup$
3
  • $\begingroup$ No, it won't cut the cells, but the cells themselves will be irregular.. and circles may sometimes overlap, depending on your 'Distance' setting. $\endgroup$
    – Robin Betts
    Jun 25, 2020 at 20:46
  • $\begingroup$ Thanks, I'm not very good at asking. :) $\endgroup$
    – Robin Betts
    Jun 25, 2020 at 20:52
  • $\begingroup$ added in the question..i dont know if i can upload somewhere else $\endgroup$
    – Dr Blender
    Jun 25, 2020 at 20:55

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .