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I'm just messing around with shaders and I can't create an object I have in mind. I have this cube (with subsurface level of 4) and this voronoi texture.

enter image description here

The look I'm trying to achieve is to displace the individual cells, so I get some kind of a jaggedy sphere that exactly matches the cells of texture. I've tried something like this enter image description here

But this doesn't work as I thought it would

enter image description here

The problem here that there are multiple colors on one "extruded" column where I'd like to have just one color. Is it possible to achieve this? I'm sorry if it's a noob question, but I'm trying to see what's possible to do with shaders and if I'm expecting too much :)

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2 Answers 2

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To save too much strain on the GPU, you may want to separate the business of displacing faces and coloring them, to give the renderer some geometry to work with in the cracks.

You could make a displacement map based on Distance From Edge, shown on the left, below, and a sparate parallel Voronoi to color the displaced faces.

enter image description here

This is a 2D Voronoi, mapped to the surface of the sphere as described here, but the principle would be the same for other cell-like textures

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    $\begingroup$ You've given me a lot of material to research and a lot of advice, I really appreciate it! I'll try to recreate this by myself and adjust it to my ideas! $\endgroup$
    – ShockwaVe
    Commented Nov 21, 2020 at 20:20
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needs more geometry. you have a mesh made of squares like pixels in a bitmap, and you are overlaying shapes like vector images your output is now defined by the resolution of your bitmap aka, the number of subdivisions on your mesh.

My computer cried and fell in a heap before I could make this look good.

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  • $\begingroup$ Ah, I see, that's too bad. Do you know what I could research to achieve this kind of look? Or is modeling this shape my only option? $\endgroup$
    – ShockwaVe
    Commented Nov 21, 2020 at 15:53
  • $\begingroup$ i think yr gonna have to have the mesh match the texture. there may be a short way to achieve that tho, which i am currently ignorant of $\endgroup$
    – Robert
    Commented Nov 21, 2020 at 15:57
  • $\begingroup$ Okay, thanks a lot for the help! $\endgroup$
    – ShockwaVe
    Commented Nov 21, 2020 at 16:06

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