I was playing with Voronoi and discovered that if I use 3D/4D, some of the edges are thicker than others. In my opinion, it looks unnatural and neither colorramp nor greater/less than can solve this problem. There's no such problem with 2D Voronoi but it also doesn't have W input so I can't properly animate the texture. And as you can see on the 1st screenshot even if I'm using a plane with Z coordinate equals to 0 or UV coordinates (I believe both give me 2D) this problem is still actual.

Could someone explain why does this happen and how do I get rid of these?

Voronoi 3D/4D has a lot of edges which are thicker than they should be

Voronoi 2D has no thick edges


With a 3D or 4D texture you are mapping a cross-section of a pattern that occurs throughout 3D space to the surface of your object.

Voronoi represented in 3d space

So sometimes you're cutting through an area that is centered above or below your cross-sectional plane and it creates a different gradient.

  • $\begingroup$ Thanks! That makes so much sense! Never thought about it like that :) $\endgroup$ – Zubmariner Mar 2 at 8:51
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    $\begingroup$ But how can I make all edges the same thickness? I tried to multiply Z component by 0 and by 1000 (to make cells very small of Z) but this doesn't solve this. Is it even possible? Any ideas? I could unwrap the mesh I want to have this texture and use 2D but W input is very useful for me. $\endgroup$ – Zubmariner Mar 2 at 9:00
  • $\begingroup$ It's a good question, it would have been useful for me on my stained glass project but I couldn't figure out any way in the evening I had to do it. $\endgroup$ – Allen Simpson Mar 3 at 0:32

Tighten up the white color stop and it should clamp down some of that greyscale. Or try constant instead of linear as well.

  • $\begingroup$ This will affect all of the edges equally but some of them will still remain thicker than others. I just don't understand why does this happen. $\endgroup$ – Zubmariner Mar 2 at 0:36

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